# Monday, 30 January 2017 19:20
ENDLESS SPACE 2 V0.2.3 S1 ALPHA-Public (64-bit)

Click on buttons to toggle visibility. Click on STACK buttons to toggle visibility of stack traces.

19:20:51:334 STACKStarting the application, version is V0.2.3 S1 ALPHA-Public (64-bit)...

    Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:336 STACKRunning 64-bit mode...

    Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:336 STACKGame directory is "C:\Users\Ilija\Documents\Endless Space 2".

    Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:336 STACK[Steam] Available game languages are 'english', current game language is 'english'.

    Amplitude.Unity.Framework.Application+c__Iterator2E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:337 STACK[Steam] Steam user id is '0x01100001050abc3b'.

    Amplitude.Unity.Framework.Application+c__Iterator2F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:337 STACK[Steam] Steam user name is 'Stoka'.

    Amplitude.Unity.Framework.Application+c__Iterator2F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:337 STACKLoading registry file 'C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2\Registry.xml'...

    Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application:LoadRegistry()
    Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:337 STACKRegistry file 'C:\Users\Ilija\Documents\Endless Space 2\Registry.xml' does not exist.

    Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application:LoadRegistry()
    Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:337 STACKLoading registry file 'C:\Users\Ilija\Documents\Endless Space 2\Users\84589627\Registry.xml'...

    Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application:LoadRegistry()
    Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:480 STACKInitializing the Wwise sound engine...

    Amplitude.Unity.Audio.AudioManager+c__Iterator19:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:480 STACKSound engine initialized.

    Amplitude.Unity.Audio.AudioManager+c__Iterator19:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:480 STACK4 audio modules have been loaded.

    Amplitude.Unity.Audio.AudioManager+c__Iterator18:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:480 STACK74 LipSync Data successfully loaded

    Amplitude.Unity.Audio.LipSyncManager+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:480 STACKPlaying with 1 downloadable content(s): Collector Edition.

    DownloadableContentManager+c__Iterator1C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:480 STACKHello 'Stoka'!

    Amplitude.Unity.Steam.SteamManager+c__Iterator89:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:481 STACKChanging display settings to 1680x1050, 60Hz...

    Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
    Amplitude.Unity.Video.VideoManager+c__Iterator8D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:481 STACK... skipped change because resolution remains the same.

    Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
    Amplitude.Unity.Video.VideoManager+c__Iterator8D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:481 STACKSetting the general quality level to '4'.

    Amplitude.Unity.Video.VideoManager:set_QualityLevel(System.Reflection.ParameterInfo)
    Amplitude.Unity.Video.VideoManager+c__Iterator8D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:481 STACK[ANGL] Loading ANGL Plugin (Version 0.2)

    ANGL:Load()
    ANGL+c__Iterator8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:481 STACK[ANGL] ANGL Diagnostics binded (File::0)

    ANGL:LogCallBackFunction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ANGL:ANGL_InitPlugin(System.Reflection.ParameterInfo)
    ANGL:Load()
    ANGL+c__Iterator8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:481 STACK[ANGL] Binding DotNetCoTaskAllocator (File:F:\GIT\Space2\Research and Development\Unity Projects\Prog\ANGL\include\angl\ANGLAlloc.h:52)

    ANGL:LogCallBackFunction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ANGL:ANGL_BindCoTaskAllocator(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ANGL:BindPluginAllocators()
    ANGL:Load()
    ANGL+c__Iterator8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:481 STACK[ANGL] Binding DotNetHeapAllocator (File:F:\GIT\Space2\Research and Development\Unity Projects\Prog\ANGL\include\angl\ANGLAlloc.h:96)

    ANGL:LogCallBackFunction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ANGL:ANGL_BindHeapAllocator(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ANGL:BindPluginAllocators()
    ANGL:Load()
    ANGL+c__Iterator8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:481 STACK[ANGL] ANGL Options binded (File:F:\GIT\Space2\Research and Development\Unity Projects\Prog\ANGL\include\angl\ANGLOptions.h:34)

    ANGL:LogCallBackFunction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ANGL:ANGL_BindOptionFunction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ANGL:BindPluginOptionFunction()
    ANGL:Load()
    ANGL+c__Iterator8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:51:481 STACK[ANGL] Bind Rendering Events

    ANGLRendering:Bind()
    ANGL:Load()
    ANGL+c__Iterator8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:52:955 STACKCurrent game language is 'english'.

    Amplitude.Unity.Localization.LocalizationManager+c__Iterator6C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:52:956 STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%TechnologyDefinitionScienceAndExploration2Title' was already registered for the same revision number #1.

    Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Localization.LocalizationManager+c__Iterator6C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:52:956 STACKBinding service [IGPUColorEvolutionService] with context [AllwaysActivatedCamera] with an instance of type [GPUColorEvolutionManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GPUColorEvolutionManager+c__Iterator4A3:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:702 STACKAI folder path: C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/Public/AI/

    AIManager+c__Iterator17:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:799 STACKError message modal is enabled.

    GuiManager+c__Iterator34A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:800 STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%SettingHomeSystemQualityChaoticTitle' was already registered for the same revision number #1.

    Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Localization.LocalizationManager+c__Iterator6C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:800 STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%SettingHomeSystemQualityChaoticDescription' was already registered for the same revision number #1.

    Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Localization.LocalizationManager+c__Iterator6C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:820 STACKThe audio manager is ready.

    Amplitude.Unity.Audio.AudioManager+c__Iterator19:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:820 STACKRuntime configuration is null or empty; using the default module 'Endless Space 2' as new configuration.

    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator2A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:820 STACKLoading runtime module 'Endless Space 2'...

    Amplitude.Unity.Runtime.Runtime+c__Iterator7B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator2A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:820 STACKLoading runtime registry files...

    Amplitude.Unity.Runtime.Plugins.RuntimeRegistryPlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application+c__Iterator2A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:845 STACKLoading plugin files for database of type 'GalaxyGeneratorWeightTableDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:852 STACKLoading plugin files for database of type 'Generator.Definitions.PlanetaryResourceDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:863 STACKLoading plugin files for database of type 'Generator.Definitions.PlanetTemperatureDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:880 STACKLoading plugin files for database of type 'StarSystemNodeDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:897 STACKLoading plugin files for database of type 'SpecialNodeDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:54:914 STACKLoading plugin files for database of type 'NodeVisibilityConditionsDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:088 STACKLoading plugin files for database of type 'EntityActionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:102 STACKLoading plugin files for database of type 'DiplomaticRelationState'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:106 STACKLoading plugin files for database of type 'DiplomaticAbilityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:251 STACKLoading plugin files for database of type 'ForeignAffairsConstructibleElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:255 STACKLoading plugin files for database of type 'DiplomaticPressureEffectDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:264 STACKLoading plugin files for database of type 'WarPointsRewardDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:281 STACKLoading plugin files for database of type 'ContractStubDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:533 STACKLoading plugin files for database of type 'Amplitude.Unity.Simulation.SimulationDescriptor'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:547 STACKLoading plugin files for database of type 'ResourceDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:555 STACKLoading plugin files for database of type 'PlanetReserveDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:565 STACKLoading plugin files for database of type 'PropagatedPlanetDescriptorDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:582 STACKLoading plugin files for database of type 'PropagatedPlanetPropertyDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:599 STACKLoading plugin files for database of type 'SystemDefenseThresholdDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:615 STACKLoading plugin files for database of type 'PopulationDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:632 STACKLoading plugin files for database of type 'PopulationAspirationDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:648 STACKLoading plugin files for database of type 'HappinessStatusSetDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:671 STACKLoading plugin files for database of type 'PopulationEventDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:682 STACKLoading plugin files for database of type 'PopulationPoliticalTraitDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:699 STACKLoading plugin files for database of type 'PopulationStateDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:717 STACKLoading plugin files for database of type 'ResourceDepositDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:732 STACKLoading plugin files for database of type 'AnomalyDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:768 STACKLoading plugin files for database of type 'ShipDesignDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:776 STACKLoading plugin files for database of type 'ShipRoleDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:920 STACKLoading plugin files for database of type 'HullDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:980 STACKLoading plugin files for database of type 'ModuleDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:986 STACKLoading plugin files for database of type 'MedalDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:55:999 STACKLoading plugin files for database of type 'RankDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:016 STACKLoading plugin files for database of type 'RankPatternDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:033 STACKLoading plugin files for database of type 'LevelUpRuleDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:050 STACKLoading plugin files for database of type 'ShipConditionalConstructionEffectDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:385 STACKLoading plugin files for database of type 'ConstructibleElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:503 STACKLoading plugin files for database of type 'IndustryConstructibleElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:514 STACKLoading plugin files for database of type 'AnomalyReductionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:531 STACKLoading plugin files for database of type 'PlanetCuriosityExpeditionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:542 STACKLoading plugin files for database of type 'RecipeIngredientDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:554 STACKLoading plugin files for database of type 'RecipeSlotDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:568 STACKLoading plugin files for database of type 'RecipeSpecialEffectDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:735 STACKLoading plugin files for database of type 'ScienceConstructibleElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:738 STACKLoading plugin files for database of type 'TechnologyQuadrantDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:764 STACKLoading plugin files for database of type 'TechnologyStageDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:778 STACKLoading plugin files for database of type 'TechnologyLinkDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:812 STACKLoading plugin files for database of type 'EmpireImprovementDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:813 STACKLoading plugin files for database of type 'TimeBubbleDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:818 STACKLoading plugin files for database of type 'CostReduction'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:835 STACKLoading plugin files for database of type 'ResourceConverterDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:852 STACKLoading plugin files for database of type 'ConstructionRefundDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:869 STACKLoading plugin files for database of type 'BailiffDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:886 STACKLoading plugin files for database of type 'TemporaryEffectDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:902 STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiWindowsStackDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:56:922 STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiTooltipDescription'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:373 STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:529 STACKLoading plugin files for database of type 'AllianceGuiElement'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:540 STACKLoading plugin files for database of type 'GuiSorter'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:553 STACKLoading plugin files for database of type 'GuiResourcePropertySet'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:570 STACKLoading plugin files for database of type 'EncounterPlayTrajectoryDefinitionCollection'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:587 STACKLoading plugin files for database of type 'GuiHighlightDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:604 STACKLoading plugin files for database of type 'PanelFeatureModuleEffectsDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:620 STACKLoading plugin files for database of type 'GuiCursor'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:637 STACKLoading plugin files for database of type 'MouseCursorRule'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:656 STACKCursorManager.LoadMouseRules

    CursorManager:LoadMouseRules()
    CursorManager:Update()

19:20:57:656 STACKCursorManager.LoadMouseRules success with 13 rules

    CursorManager:LoadMouseRules()
    CursorManager:Update()

19:20:57:656 STACKLoading plugin files for database of type 'Amplitude.Unity.View.Mapping.Xml.XmlMapping'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:670 STACKLoading plugin files for database of type 'Palette'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:696 STACKLoading plugin files for database of type 'FactionTrait'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:703 STACKLoading plugin files for database of type 'FactionTraitCategoryDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:720 STACKLoading plugin files for database of type 'MinorFactionPersonalityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:737 STACKLoading plugin files for database of type 'PersonalityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:754 STACKLoading plugin files for database of type 'Faction'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:770 STACKLoading plugin files for database of type 'MajorFaction'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:787 STACKLoading plugin files for database of type 'MinorFaction'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:890 STACKLoading plugin files for database of type 'EncounterArenaDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:911 STACKLoading plugin files for database of type 'EncounterFlotillaMatchDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:918 STACKLoading plugin files for database of type 'EncounterEntityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:945 STACKLoading plugin files for database of type 'EncounterPlayDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:951 STACKLoading plugin files for database of type 'EncounterSequenceDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:955 STACKLoading plugin files for database of type 'EncounterArrivalSequenceDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:971 STACKLoading plugin files for database of type 'EncounterFormationDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:57:988 STACKLoading plugin files for database of type 'EncounterTargetingRangeDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:004 STACKLoading plugin files for database of type 'EncounterEventToRealizationEventDictionaryDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:021 STACKLoading plugin files for database of type 'SalvoDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:038 STACKLoading plugin files for database of type 'BattleActionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:055 STACKLoading plugin files for database of type 'RealizationEventDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:081 STACKLoading plugin files for database of type 'BattleEffectDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:604 STACKLoading plugin files for database of type 'CameraShotDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:617 STACKLoading plugin files for database of type 'PoliticsDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:629 STACKLoading plugin files for database of type 'GovernmentDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:651 STACKLoading plugin files for database of type 'LawDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:657 STACKLoading plugin files for database of type 'ElectionProcessTaskDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:674 STACKLoading plugin files for database of type 'ElectionProcessDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:691 STACKLoading plugin files for database of type 'SenatorInteractionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:707 STACKLoading plugin files for database of type 'ElectionActionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:724 STACKLoading plugin files for database of type 'PoliticsSupportStatusDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:741 STACKLoading plugin files for database of type 'HeroAffinityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:758 STACKLoading plugin files for database of type 'HeroClassDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:774 STACKLoading plugin files for database of type 'HeroPoliticsDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:791 STACKLoading plugin files for database of type 'HeroSkillTreeDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:808 STACKLoading plugin files for database of type 'HeroSkillDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:824 STACKLoading plugin files for database of type 'HeroMasteryDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:841 STACKLoading plugin files for database of type 'HeroUnlockGaugeDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:857 STACKLoading plugin files for database of type 'ScoreProviderListDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:20:58:874 STACKLoading plugin files for database of type 'HeroDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:00:588 STACKLoading plugin files for database of type 'QuestDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:00:595 STACKLoading plugin files for database of type 'QuestEffectDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:00:707 STACKLoading plugin files for database of type 'QuestTriggeringProbabilityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:00:732 STACKLoading plugin files for database of type 'Droplist'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:108 STACKLoading plugin files for database of type 'TutorialDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:137 STACKLoading plugin files for database of type 'VictoryConditionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:144 STACKLoading plugin files for database of type 'GameStatisticDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:149 STACKLoading plugin files for database of type 'FleetNameMappingDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:173 STACKLoading plugin files for database of type 'CuriosityDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:182 STACKLoading plugin files for database of type 'Amplitude.Unity.Game.Orders.OrderPolicySetup'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:199 STACKLoading plugin files for database of type 'GameSettingDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:215 STACKLoading plugin files for database of type 'GameSettingRestrictionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:232 STACKLoading plugin files for database of type 'TradingCompanyDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:249 STACKLoading plugin files for database of type 'TradableCategoryDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:266 STACKLoading plugin files for database of type 'TradableSubCategoryDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:286 STACKLoading plugin files for database of type 'TradableDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:299 STACKLoading plugin files for database of type 'MarketplaceAdvertisementDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:316 STACKLoading plugin files for database of type 'TradingCompanyImprovementDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:336 STACKLoading plugin files for database of type 'MinorStateDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:350 STACKLoading plugin files for database of type 'ImprovementListDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:366 STACKLoading plugin files for database of type 'PlanetImprovementMappingDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:383 STACKLoading plugin files for database of type 'FleetMissionDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:502 STACKLoading plugin files for database of type 'SystemDiscoverySequenceDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:510 STACKLoading plugin files for database of type 'Amplitude.Unity.Framework.AnimationCurve'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:517 STACKLoading plugin files for database of type 'GroundBattleViewerConfig'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:533 STACKLoading plugin files for database of type 'GroundBattleTroopTypeConfig'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:549 STACKLoading plugin files for database of type 'GroundBattleUnitConfig'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:566 STACKLoading plugin files for database of type 'GroundBattleStrategyDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:584 STACKLoading plugin files for database of type 'ManpowerUpgradeDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:02:600 STACKLoading plugin files for database of type 'SystemSupervisorDefinition'...

    Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKSpent 7.7884455 second(s) loading the module plugins.

    Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKRuntime hash key = '6856F17E9CFE73C3EC91885CAD2F66BA'.

    Amplitude.Unity.Runtime.Runtime+c__Iterator78:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKCannot find the GuiElement for 'ColdWarRelationDemand'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKCannot find the GuiElement for 'CancelTradeAgreementDemand'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKCannot find the GuiElement for 'CancelScienceAgreementDemand'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKCannot find the GuiElement for 'WarRelation'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKCannot find the GuiElement for 'AllianceRelation'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKCannot find the GuiElement for 'BreakAlliance'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKCannot find the GuiElement for 'ProposeAllianceRelation'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKCannot find the GuiElement for 'ProposePeaceRelation'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKCannot find the GuiElement for 'ProposeColdWarRelation'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:102 STACKCannot find the GuiElement for 'EmpireImprovementMovementBonus'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiEmpireImprovement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKCannot find the GuiElement for 'EmpireImprovementFreeMovement'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiEmpireImprovement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKCannot find the GuiElement for 'TradingCompanyImprovementEfficiency1'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKCannot find the GuiElement for 'TradingCompanyImprovementShip1'

    GuiWrapper:.ctor(System.Reflection.ParameterInfo)
    GuiUnlock:.ctor(System.Reflection.ParameterInfo)
    GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACK[GuiUnlock] Could not find any GuiUnlock instance for PrivateerFleetAction (PrivateerFleetActionDefinition)

    GuiWrapperProvider:GetGuiUnlock(System.Reflection.ParameterInfo)
    GuiTechnology2:BuildListOfUnlockedGuiUnlocks()
    GuiTechnology2:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildTechnologyRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACK[TechnologyUnlocks] Could not generate GuiUnlock for ScienceConstructibleElement+Unlockable

    GuiTechnology2:BuildListOfUnlockedGuiUnlocks()
    GuiTechnology2:.ctor(System.Reflection.ParameterInfo)
    GuiWrapperProvider:BuildTechnologyRelatedGuiWrappers()
    GuiWrapperProvider+c__Iterator36A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACK[Profiling] GuiManager.Load() - Begin

    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACK[Profiling] GuiManager.InstantiateWindows() - Begin

    Amplitude.Unity.Gui.GuiManager:InstantiateWindows()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKAnimated Portrait 'DiplomaticPortraitLipSync' has no child LipSync component

    DiplomaticPortraitLipSync:Initialize()
    DiplomaticPortraitLipSync:Awake()
    UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo)
    UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:InstantiatePrefab(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:InstantiateWindows()
    Amplitude.Unity.Gui.GuiManager:InstantiateWindows()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACK[Profiling] GuiManager.InstantiateWindows() - End (2741 ms)

    Amplitude.Unity.Gui.GuiManager:InstantiateWindows()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACK[Profiling] AgeManager.Init() - Begin

    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

    AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

    AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
    AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

    AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:ApplyTemplate()
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

    AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
    AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:ApplyTemplate()
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

    AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

    AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:103 STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

    AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
    AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:104 STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

    AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
    AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:104 STACKCaching reflection information for target class 'AgePrimitiveLineIndented, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

    AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:ApplyTemplate()
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:104 STACKCaching reflection information for target class 'AgePrimitiveLineIndented, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

    AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
    AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:ApplyTemplate()
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:104 STACKCaching reflection information for target class 'GuiValueController, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

    AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:104 STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

    AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:104 STACKRebuilding the texture atlas...

    AgeAtlas:Build()
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:104 STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

    AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
    AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
    AgeModifierItem:UpdateModifier()
    AgeModifierSet:UpdateModifiers()
    AgeTransform:UpdateModifiers()
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeScreen:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:104 STACK[Profiling] AgeManager.Init() - End (559 ms)

    AgeManager:Init()
    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:104 STACKLoaded 120 modifier templates

    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:104 STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

    AgeModifierItem:GetPropertyValue()
    AgeModifierItem:GetTargetValue()
    AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeControl:NotifyChange(System.Reflection.ParameterInfo)
    AgeControlButton:OnResetInteraction()
    AgeControl:Init()
    AgeControl:Start()

19:21:06:104 STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

    AgeModifierItem:GetPropertyValue()
    AgeModifierItem:GetTargetValue()
    AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeControl:NotifyChange(System.Reflection.ParameterInfo)
    AgeControlButton:OnResetInteraction()
    AgeControl:Init()
    AgeControl:Start()

19:21:06:104 STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

    AgeModifierItem:GetPropertyValue()
    AgeModifierItem:GetTargetValue()
    AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeControl:NotifyChange(System.Reflection.ParameterInfo)
    AgeControlButton:OnResetInteraction()
    AgeControl:Init()
    AgeControl:Start()

19:21:06:104 STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

    AgeModifierItem:GetPropertyValue()
    AgeModifierItem:GetTargetValue()
    AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeControl:NotifyChange(System.Reflection.ParameterInfo)
    AgeControlButton:OnResetInteraction()
    AgeControl:Init()
    AgeControl:Start()

19:21:06:119 STACKRuntimeState_OutGame.Begin()

    RuntimeState:Begin(System.Reflection.ParameterInfo)
    RuntimeState_OutGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:06:119 STACKLoading the outgame view...

    OutGameView+c__Iterator4F7:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    OutGameView:LoadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:06:122 STACK[Profiling] GuiManager.Load() - End (3392 ms)

    Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:122 STACK[Profiling] GuiManager.LoadGuiWindows() - Begin

    Amplitude.Unity.Gui.GuiManager+c__Iterator60:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:06:470 STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()

19:21:06:470 STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()

19:21:06:470 STACKInitializing GalaxyViewTechniqueLoaderComponent technique...

    GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:Start()

19:21:06:470 STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:Start()

19:21:07:102 STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Load()
    LodServiceImplementation:.ctor(System.Reflection.ParameterInfo)
    HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    Amplitude.Unity.Graphics.HxFxSystemManager:Start()

19:21:07:102 STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    Amplitude.Unity.Graphics.HxFxSystemManager:Start()

19:21:07:137 STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager+c__Iterator4AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:07:137 STACKBinding service [ICircleRendererService] with context [Battle] with an instance of type [CircleRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager+c__Iterator493:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:07:137 STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:07:137 STACKLoading the GalaxyViewTechniqueLoaderComponent technique...

    GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:07:137 STACKIn Technique Battle, Load

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:07:137 STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:07:137 STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0.0020001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:07:137 STACKIn Technique Battle, load rendering technique ancillaries CircleRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:07:137 STACKIn Technique Battle, the ancillary service 'CircleRendererManager' has been loaded (in 0.0010001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:07:137 STACKIn HxTechnique - Outgame(Clone) disabling default global shader keyword DEFAULT_RENDERER (push)

    GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PushInsideShaderKeyword()
    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:10:142 STACK[Profiling] GuiManager.LoadGuiWindows() - End (4002 ms)

    Amplitude.Unity.Gui.GuiManager+c__Iterator60:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:46:291 STACKLoading file 'C:\Users\Ilija\Documents\Endless Space 2\Save Files\AutoSave 976.zip'

    GameManager:LoadGame(System.Reflection.ParameterInfo)
    MainMenuScreen:OnClickMainMenuLoadLastSave()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MainMenuSubItem:OnClickCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:21:46:349 STACKRuntimeState_Lobby.Begin()

    RuntimeState:Begin(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:349 STACKThe session has been created; opening the session in 'Single' mode (default)...

    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:349 STACKOnSessionChange: Opening.

    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:349 STACKThe session has been opened.

    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:349 STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 0

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:349 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer is null.

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:349 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (GameSaveDescriptor).

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:349 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ChatMessage] RECV: l:/sbs/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ChatMessage] RECV: l:/_turn/14 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ChatMessage] RECV: l:/sessionname/Stoka's game (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ChatMessage] RECV: l:/owner/76561198044855355 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ChatMessage] RECV: l:/version/8590131201 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ChatMessage] RECV: l:/versionlabel/ALPHA-Public (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ChatMessage] RECV: l:/sbs/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ChatMessage] RECV: l:/allowcustomfactions/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ILobbySlotProvider] RefreshLobbySlotCount(6)

    Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnNumberOfSlotsChanged(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:350 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/gamedifficulty/Hard (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/metaplotprobability/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:351 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/score/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:352 STACK[ChatMessage] RECV: l:/military/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/supremacy/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/conquest/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/science/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/economy/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/wonder/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/tutorialmode/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/galaxyshape/Disk4 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:353 STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/galaxydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:354 STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/runtimehash/6856F17E9CFE73C3EC91885CAD2F66BA (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/owner/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/version/8590131201 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/versionlabel/ALPHA-Public (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/_issavedgame/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ILobbySlotProvider] RefreshLobbySlotCount(6)

    Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionCravers","Color":1,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:AttributeSlotToUser(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACKOnSessionChange: Opened.

    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:355 STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:356 STACK[ChatMessage] RECV: l:/runtimehash/6856F17E9CFE73C3EC91885CAD2F66BA (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:356 STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:356 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (GameSaveDescriptor).

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:356 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:356 STACK[ChatMessage] RECV: l:/sbs/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:21:46:356 STACKSessionState_Opened

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_Opened:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:356 STACKSessionState_OpenedAndReady

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:356 STACK[ChatMessage] RECV: q:/ready/0/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:356 STACK[ChatMessage] RECV: u:/0/2/{{"Index":0,"Revision":2,"Assignation":0,"Faction":"FactionCravers","Color":1,"IsLocked":false,"TeamIndex":0,"IsReady":true,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryReadySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:362 STACKSessionState_OpenedAndCounting

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndCounting:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:448 STACKSessionState_OpenedAndLaunching

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:448 STACK[ChatMessage] RECV: q:/ready/0/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:448 STACK[ChatMessage] RECV: r:/0x01100001050abc3b/q:/ready/0/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:448 STACKLaunchAsync()

    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:477 STACKLaunching the game server...

    Session:IGameServerLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:477 STACKGameServerState_InitializeServer

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:477 STACKGameServerState_LaunchGame

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:506 STACKWaiting for the ignition of all game ancillaries...

    Amplitude.Unity.Game.Game+c__Iterator52:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:46:506 STACKLaunching the game client...

    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:506 STACK[IEndTurnService] RegisterCanExecuteValidator | Registered Method 'GameClient.CanExecuteEndTurn'.

    GameManager:RegisterCanExecuteValidator(System.Reflection.ParameterInfo)
    GameClient:.ctor(System.Reflection.ParameterInfo)
    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:506 STACKGameClientState_WaitingForServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:506 STACKGameClientState_ConnectingToServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_ConnectingToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:537 STACK[IEndTurnService] RegisterValidator | Registered Method 'GuiNotificationManager.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    GuiNotificationManager+c__Iterator350:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:46:538 STACKSessionState_OpenedAndLaunched

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:538 STACKInitiate connection to server with steamIDRemote: 0x1100001050abc3b, steamIDUser: 0x1100001050abc3b.

    GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:538 STACKGot initiate connection response from server.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:46:538 STACKEmpire index unset. Retrieved #0 from lobby slot.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:47:971 STACKAll game ancillaries have been ignited.

    Amplitude.Unity.Game.Game+c__Iterator52:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:971 STACKLoading from archive 'C:\Users\Ilija\Documents\Endless Space 2\Save Files\AutoSave 976.zip'...

    GameManager+c__Iterator325:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:971 STACK[ChatMessage] RECV: l:/_turn/14 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameManager+c__Iterator325:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:971 STACKUsing path to archive: 'C:\Users\Ilija\Documents\Endless Space 2\Save Files\AutoSave 976.zip'

    GameManager+c__Iterator325:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:971 STACKLoading my game...

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[ChatMessage] RECV: l:/_turn/14 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:972 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:973 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:974 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:975 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:976 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:977 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:977 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:977 STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0.001 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:977 STACKSuccessfully connected to SteamGameServer.

    GameClientState_ConnectingToServer:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:47:992 STACKThe game ancillary (type of: GuiNotificationManager) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:992 STACKGameClientState_ConnectedToServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:47:992 STACKGameClientState_ConnectedToServer.

    GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:47:992 STACKGameClientState_LaunchGame

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:47:992 STACKDumping method set to 'Text'.

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:47:992 STACKWaiting for the game server to launch the game...

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:47:999 STACKThe pathfinding service is ready.

    PathfindingManager+c__IteratorDA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:999 STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0010001 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:47:999 STACKEmpire index unset. Retrieved #0 from lobby slot.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:47:999 STACKEmpire index unset. Retrieved #0 from lobby slot.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:48:014 STACKThe game ancillary (type of: PositioningService) has been loaded (in 0.0010001 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:053 STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:064 STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:081 STACKThe game ancillary (type of: ShipDesignRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:098 STACKThe game ancillary (type of: ConstructibleRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:115 STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:148 STACKThe game ancillary (type of: ColonizedStarSystemRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:167 STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:197 STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:215 STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:236 STACKThe game ancillary (type of: DiplomaticAlliancesManager) has been loaded (in 0.001 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:248 STACKThe game ancillary (type of: DiplomaticContractsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:283 STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:291 STACKThe game ancillary (type of: TradingCompanyRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:312 STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:328 STACKThe game ancillary (type of: DiplomaticWarManager) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:348 STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:384 STACKThe game ancillary (type of: MinorManager) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:395 STACKThe game ancillary (type of: FleetMissionManager) has been loaded (in 0.001 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:404 STACKThe game ancillary (type of: GroundBattleRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:423 STACKThe game ancillary (type of: ServerGroundBattleRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:443 STACKThe game ancillary (type of: NodesVisibilityManager) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:48:460 STACKThe game ancillary (type of: EternalImprovementManager) has been loaded (in 0 second(s)).

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKFog of war texture format: RGB24.

    VisibilityController:LoadFogOfWar(System.Reflection.ParameterInfo)
    VisibilityController+c__Iterator149:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#682' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#685' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#688' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#691' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#694' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#697' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#700' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#703' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#706' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#709' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#712' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#715' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:470 STACKThe colonized planet 'ColonizedPlanet#718' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACKThe colonized planet 'ColonizedPlanet#1341' already contains PlanetImprovements. Loading anyway.

    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    ColonizedStarSystem:LoadPlanets()
    ColonizedStarSystem:Load()
    ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] Empire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] Empire#1 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] Empire#2 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] Empire#3 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] Empire#4 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] Empire#5 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#1 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#2 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#3 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#4 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#5 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#6 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#7 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#8 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#9 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#10 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] MinorEmpire#11 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] LesserEmpire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Game] PirateEmpire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACKGame has been loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #1234. If errors follow, this is a data problem.

    PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator1AA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Population] 'PopulationPoliticalEventOutpostConcurrenced' LoadGame() failed: Could not find game entity #1234. If errors follow, this is a data problem.

    PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator1AA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #1234. If errors follow, this is a data problem.

    PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator1AA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #1234. If errors follow, this is a data problem.

    PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator1AA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Population] 'PopulationPoliticalEventOutpostConcurrenced' LoadGame() failed: Could not find game entity #1234. If errors follow, this is a data problem.

    PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator1AA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #1234. If errors follow, this is a data problem.

    PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator1AA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'Stoka's game'

    GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator138:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACKGame created.

    GameServerState_LaunchGame:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACKLoad AI 'AI0'.

    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACKLoad AI plugin: C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/Public/AI/Amplitude.AI.Core.dll

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACKAI app domain created

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACKAI module 'OpBot' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACKAI module 'Communication' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:471 STACKAI module 'Debug' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACKAI module 'Diagnostics' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACKInitialize AI modules communication interfaces.

    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACKInitialize AI modules.

    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACK[AI0] Initialization of AIModule_OpBot

    Amplitude.AI.Core.Modules.AIModule_OpBot:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACK[AI0] Initializing of AIScheduler

    Amplitude.AI.Core.AIScheduler:Initialize()
    Amplitude.AI.Core.Modules.AIModule_OpBot:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACK[AI0] Initialization of Communication module.

    Amplitude.AI.Core.Modules.Communication:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACK[AI0] Initialization of Diagnostics module.

    Amplitude.AI.Core.Modules.Diagnostics:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACK[Profiling] GuiManager.OnGameCreated() - Begin

    Amplitude.Unity.Gui.GuiManager+c__Iterator5F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACKThe game interface (GameServer) has recieved the game change notification: 'Created'.

    GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACKThe game interface (GameClient) has recieved the game change notification: 'Created'.

    GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:51:472 STACKGameServerState_GameLaunchedAndReady

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:472 STACKGameClientState_GameLaunched

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:472 STACKChanging the active player controller from 'null' to 'Empire#0'.

    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:472 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade17Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade17'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:472 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade19Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade19'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:472 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade20Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade20'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:472 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade21Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade21'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:472 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade21Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade21Vampirilis'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:472 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade22Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade22'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:472 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTradeVictorySmall' not found for GuiElement 'TechnologyDefinitionEconomyAndTradeVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:473 STACKMissing translation for %HullSmall01BalancingTitle

    GuiWrapper:get_Title()
    UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindUnlocks()
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:473 STACKMissing translation for %HullSmall02BalancingTitle

    GuiWrapper:get_Title()
    UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindUnlocks()
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:473 STACKMissing translation for %HullMedium01BalancingTitle

    GuiWrapper:get_Title()
    UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindUnlocks()
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:473 STACKMissing translation for %HullMedium02BalancingTitle

    GuiWrapper:get_Title()
    UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindUnlocks()
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:473 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentGeneHunter1Small' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentGeneHunter1'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:473 STACKMissing translation for %HullLarge01BalancingTitle

    GuiWrapper:get_Title()
    UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindUnlocks()
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:473 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopment13mall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopment13'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:473 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentVictorySmall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:474 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentVictorySmall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentWonderVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:474 STACKMissing translation for %EmpireImprovementArmyCap5Title

    GuiWrapper:get_Title()
    UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindUnlocks()
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:474 STACKMissing translation for %EmpireImprovementArmyCap6Title

    GuiWrapper:get_Title()
    UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindUnlocks()
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:474 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionMilitaryVictorySmall' not found for GuiElement 'TechnologyDefinitionMilitaryVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:474 STACKMissing translation for %EmpireImprovementGasImprovementTitle

    GuiWrapper:get_Title()
    UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyItem2:BindUnlocks()
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:474 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionScienceAndExplorationVictorySmall' not found for GuiElement 'TechnologyDefinitionScienceAndExplorationVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:474 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionFreeMoveUE01Small' not found for GuiElement 'TechnologyDefinitionQuestUnitedEmpire12'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:474 STACKCaching reflection information for target class 'TechnologyLinkSpark, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

    AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:InstantiateChild(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:ReserveChildren(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyLinks()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:474 STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACK[PlayerRepository] Player 'Stoka' has been registered (Graphical/Local) on Empire #0.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #3.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #4.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:51:475 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #5.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:52:030 STACKBinding service [CameraPreRenderHookHandler] with context [Default] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    OutGameView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKBinding service [CameraPreRenderHookHandler] with context [GalaxyScanView] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    OutGameView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKReleasing the current world view technique...

    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKIn technique Battle, unloading ancillaries.

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKIn Technique Battle, unloading ancillary CircleRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKUnbinding service [ICircleRendererService] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKIn Technique Battle, unloading ancillary PlanetoidRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKUnbinding service [IPlanetoidRendererService] with context [BattleBackground]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    PlanetoidRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKIn Technique Battle, ancillaries unloaded.

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKIn HxTechnique - Outgame(Clone) enabling default global shader keyword DEFAULT_RENDERER (pop)

    GalaxyViewTechnique:PopShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PopInsideShaderKeyword()
    GalaxyViewTechnique:Unload()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKReleasing Technique Battle

    GalaxyViewTechnique:Release()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKTechnique Battle released

    GalaxyViewTechnique:Release()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:030 STACKUnbinding service [ILodService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Unload()
    HxFxSystemComponentLodManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:21:52:038 STACKAudio receiver #0 has been initialized.

    Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:611 STACKInitializing the render view technique...

    GalaxyView+c__Iterator4E2:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
    GalaxyView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator96:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:612 STACKIn Technique Default, Waiting for the ignition of all galaxy view technique ancillaries...

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
    GalaxyView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator96:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:612 STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:612 STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:612 STACKBinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:612 STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:612 STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:612 STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:612 STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:612 STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:612 STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:613 STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Load()
    LodServiceImplementation:.ctor(System.Reflection.ParameterInfo)
    HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:613 STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:613 STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ScanViewBattleRenderer+c__Iterator4F5:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:21:52:635 STACKBinding service [IInstancingRendererService] with context [Default] with an instance of type [InstancingRenderer]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    InstancingRenderer+c__Iterator488:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:635 STACKBinding service [ICircleRendererService] with context [Default] with an instance of type [CircleRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager+c__Iterator493:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:635 STACKBinding service [IPlanetoidRendererService] with context [Default] with an instance of type [PlanetoidRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager+c__Iterator4AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:635 STACKBinding service [IQuadRendererService] with context [Default] with an instance of type [QuadRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuadRendererManager+c__Iterator4B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:635 STACKBinding service [IPlanetoidRendererService] with context [Battle] with an instance of type [PlanetoidRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager+c__Iterator4AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:635 STACKBinding service [IQuadRendererService] with context [GalaxyScanView] with an instance of type [QuadRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuadRendererManager+c__Iterator4B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKAudio receiver #1 has been initialized.

    Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, all galaxy view technique ancillaries have been ignited

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKLoading the render view technique...

    GalaxyView+c__Iterator4E2:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, Load

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries InstancingRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, the ancillary service 'InstancingRenderer' has been loaded (in 0.0080004 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries CircleRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, the ancillary service 'CircleRendererManager' has been loaded (in 0.0010001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries LineRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, the ancillary service 'LineRendererManager' has been loaded (in 0.0040003 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries CurvedLineRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, the ancillary service 'CurvedLineRendererManager' has been loaded (in 0.001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0070004 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0050003 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries DiskRendererManagerDispatcher

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, the ancillary service 'DiskRendererManagerDispatcher' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries FOWRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, the ancillary service 'FOWRendererManager' has been loaded (in 0.1580091 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries ProbeLaunchingRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, the ancillary service 'ProbeLaunchingRenderer' has been loaded (in 0.001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:52:842 STACKIn Technique Default, load rendering technique ancillaries DashRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:53:336 STACKIn Technique Default, the ancillary service 'DashRendererManager' has been loaded (in 0.0190011 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:53:336 STACKIn Technique Default, load rendering technique ancillaries EncodedMeshInTextureManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:53:336 STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

    AgeModifierItem:GetPropertyValue()
    AgeModifierItem:GetTargetValue()
    AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
    AgeControl:NotifyChange(System.Reflection.ParameterInfo)
    AgeControlButton:OnResetInteraction()
    AgeControl:Init()
    AgeControl:Start()

19:21:53:343 STACKIn Technique Default, the ancillary service 'EncodedMeshInTextureManager' has been loaded (in 0.4930282 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:53:343 STACKIn Technique Default, load rendering technique ancillaries PastEncounterRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'PastEncounterRendererManager' has been loaded (in 0.0080005 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityFactory

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName43'

    GalaxyConstellation+c__Iterator4D9:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'GalaxyEntityFactory' has been loaded (in 1.0400595 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityMapping

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'GalaxyEntityMapping' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityCulling

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'GalaxyEntityCulling' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries GalaxyLayerController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'GalaxyLayerController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries PrimitiveMaskComputer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKBinding service [IPrimitiveMaskFilterService] with context [Default] with an instance of type [PrimitiveMaskComputer]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PrimitiveMaskComputer+c__Iterator4AD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'PrimitiveMaskComputer' has been loaded (in 0.001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries LayerDependantMouseKeyController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'LayerDependantMouseKeyController' has been loaded (in 0.0010001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries PathRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKStill waiting for service [ICurvedLineRendererService]

    PathRenderer+c__Iterator4AA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'PathRenderer' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries GalaxyPositioning

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, the ancillary service 'GalaxyPositioning' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:504 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries RenderStatisticsService

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'RenderStatisticsService' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries VisibleDockingSlotRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'VisibleDockingSlotRepository' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyFleetRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'VisibleGalaxyFleetRepository' has been loaded (in 0.0010001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyHangarRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'VisibleGalaxyHangarRepository' has been loaded (in 0.001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries AtlasManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'AtlasManager' has been loaded (in 0.0070004 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0.0020002 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries GuiSelectedGarrisonsRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'GuiSelectedGarrisonsRepository' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries TradeRouteRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'TradeRouteRenderer' has been loaded (in 0.0020001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries FIDSIRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKBinding service [IFIDSIRendererService] with context [Default] with an instance of type [FIDSIRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FIDSIRendererManager+c__Iterator49F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'FIDSIRendererManager' has been loaded (in 0.001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn HxTechnique(Clone) disabling default global shader keyword DEFAULT_RENDERER (push)

    GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PushInsideShaderKeyword()
    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKIn HxTechnique(Clone) enabling global shader keyword INGAME_RENDERER (push)

    GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PushInsideShaderKeyword()
    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:55:505 STACKGameClientState_GameLaunchedAndReady

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:55:582 STACK[ChatMessage] RECV: l:/_launching/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:55:582 STACK[ChatMessage] RECV: l:/_gameinprogress/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:set_GameInProgress(System.Reflection.ParameterInfo)
    GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:55:582 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:55:685 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:55:718 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000001, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:55:793 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:55:822 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000004, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:55:885 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:55:918 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000007, [Empire16], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:56:002 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:57:923 STACK[Profiling] GuiManager.OnGameCreated() - End (7111 ms)

    Amplitude.Unity.Gui.GuiManager+c__Iterator5F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:21:58:142 STACK[AI0] AI player state change from Deactivated to Deactivated for empire MajorEmpireSnapshot 0.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:21:58:208 STACK[AI0] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 1.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:21:58:241 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #1.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:58:241 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:58:267 STACK[AI0] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 2.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:21:58:296 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #2.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:58:296 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:58:354 STACK[AI0] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 3.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:21:58:373 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #3.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:58:373 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #3.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:58:392 STACK[AI0] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 4.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:21:58:411 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #4.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:58:411 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #4.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:58:444 STACK[AI0] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 5.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:21:58:444 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 6.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:475 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #5.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:58:475 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #5.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:58:475 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 7.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:475 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 8.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:475 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 9.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:492 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 10.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:520 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 11.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:520 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 12.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:542 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 13.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:542 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 14.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:559 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 15.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:576 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 16.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:576 STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 17.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:602 STACK[AI0] AI player state change from Deactivated to Full for empire LesserEmpireSnapshot 18.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.LesserEmpire.AIPlayer_LesserEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:625 STACK[AI0] AI player state change from Deactivated to Full for empire PirateEmpireSnapshot 19.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.PirateEmpire.AIPlayer_PirateEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:58:856 STACKOpen archive C:\Users\Ilija\Documents\Endless Space 2\Save Files\AutoSave 976.zip

    AILoadRequestMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
    AIMessageRepository`1[T]:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:21:58:873 STACKGet ai serialization file from archive: 'Endless Space 2/AI/OpBot.xml'.

    AILoadRequestMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
    AIMessageRepository`1[T]:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:21:58:874 STACKClose archive C:\Users\Ilija\Documents\Endless Space 2\Save Files\AutoSave 976.zip

    AILoadRequestMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
    AIMessageRepository`1[T]:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:21:59:029 STACK[AI0] Deserialize content from file OpBot.xml.

    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:59:378 STACK[AI0] AIScheduler initialized

    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:21:59:378 STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:21:59:995 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:21:59:995 STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:00:060 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:00:108 STACK[AI0] Sync took 0.7130408 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:00:109 STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:01:614 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:01:658 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:01:658 STACK[AI0] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:01:691 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000009, Ticket: 00000001

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:01:734 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000000A, Ticket: 00000002

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:01:784 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000000B, Ticket: 00000003

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:03:624 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:03:643 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:03:857 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:05:126 STACK[AI0] TaskFailed Push outpost : OutpostActionIncreaseMigrationRate/ 293

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
    AIMessageRepository`1[T]:Run()
    AIOrderMessageRepository:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:05:126 STACK[AI0] Failed to process order message with status [Undefined] for unknown

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
    AIMessageRepository`1[T]:Run()
    AIOrderMessageRepository:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:06:068 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:06:778 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:06:779 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 467

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:06:779 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:06:867 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:06:868 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 416

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:06:868 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:06:955 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000005A, Ticket: 00000054, [Empire3], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade3, ConstructionGameEntityGUID: 1651, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:153 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:153 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 234

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:153 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:153 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:153 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 229

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:153 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:269 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000061, [Empire19], Entity index: 459

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:334 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:365 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000063, [Empire19], Entity index: 463

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:438 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000064, [Empire19], Entity index: 464

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:463 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000065, [Empire19], Entity index: 467

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:508 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000066, [Empire19], Entity index: 471

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:608 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000068, [Empire19], Entity index: 472

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:645 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000069, [Empire19], Entity index: 474

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:689 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000006A, [Empire19], Entity index: 478

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:731 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000006B, [Empire19], Entity index: 482

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:07:772 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000006C, [Empire19], Entity index: 483

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:08:155 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:08:345 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:08:362 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000074, [Empire1], Entity index: 112

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:08:418 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000075, [Empire1], Entity index: 111

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:08:477 STACK[AI0] Sync took 2.4131381 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:08:477 STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:08:503 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000077, [Empire5], Entity index: 84

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:08:939 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    ColonizedStarSystem:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

19:22:08:965 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

19:22:09:292 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:09:292 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:09:486 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:09:670 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000083, [Empire3], Entity index: 61

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:139 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:139 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 469

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:139 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:255 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:255 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 553

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:255 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:266 STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000090, Ticket: 0000007C, [Empire3], system guid: 1090, contruction guid: 1630, resource name : EmpireMoney, buyout cost: 519.1276

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1CF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:266 STACKThe construction 1630 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1CF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:311 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000091, Ticket: 0000007D, [Empire4], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade4, ConstructionGameEntityGUID: 1657, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:346 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:346 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 237

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:347 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:380 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:380 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 234

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:380 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:10:650 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000094, [Empire4], Entity index: 93

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:11:716 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:11:725 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:11:855 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:12:260 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:12:335 STACK[AI0] Sync took 0.6410367 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:12:335 STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:13:112 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:13:133 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:13:214 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000095, Ticket: 00000082

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:305 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000096, Ticket: 00000083, [Empire1]: root.reserved Toward Empire#3 because EmpireMet

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:314 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:314 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 477

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:314 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:314 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:314 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 554

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:314 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:346 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:13:417 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000097, Ticket: 00000086, [Empire3]: root.reserved Toward Empire#1 because EmpireMet

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:429 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:429 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 238

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:429 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:480 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:480 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 235

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:13:480 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:15:551 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:15:585 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:15:792 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:16:029 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:16:144 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:16:144 STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:16:822 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:17:022 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:022 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 478

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:022 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:022 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:022 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 555

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:022 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:093 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:17:101 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:101 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 239

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:101 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:101 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:102 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 236

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:17:102 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:19:244 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:19:278 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:19:478 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:19:723 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:19:746 STACK[AI0] Sync took 0.5030288 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:19:746 STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:20:690 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:20:833 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:833 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 479

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:833 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:833 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:833 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 556

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:833 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:868 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:20:903 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:904 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 240

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:904 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:904 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:904 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 237

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:20:904 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:23:110 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:23:148 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:23:361 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:23:662 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:23:815 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:23:815 STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:24:391 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:24:559 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:559 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 480

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:559 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:560 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:560 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 557

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:560 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:607 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:24:635 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:636 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 241

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:636 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:636 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:636 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 238

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:24:636 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:26:812 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:26:860 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:27:079 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:27:316 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:27:415 STACK[AI0] Sync took 0.6040346 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:27:415 STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:28:331 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:28:505 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:505 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 481

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:505 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:505 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:505 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 558

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:505 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:603 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:28:619 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:619 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 242

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:619 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:619 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:619 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 239

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:28:619 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:30:793 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:30:819 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:31:032 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:31:286 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:31:361 STACK[AI0] Sync took 0.6020344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:31:361 STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:31:949 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:32:118 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:119 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 482

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:119 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:119 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:119 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 559

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:119 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:195 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:32:239 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:239 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 243

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:239 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:239 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:239 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 240

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:32:239 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:34:381 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:34:454 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:34:637 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:34:900 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:34:964 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:34:965 STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:35:942 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:36:095 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:096 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 483

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:096 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:096 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:096 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 560

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:096 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:158 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:36:201 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:202 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 244

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:202 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:202 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:202 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 241

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:36:202 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:38:350 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:38:385 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:38:594 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:38:893 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:38:965 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:38:965 STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:39:668 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:39:781 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:781 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 484

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:781 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:781 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:781 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 561

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:782 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:850 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:39:885 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:885 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 245

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:885 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:885 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:885 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 242

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:39:885 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:40:586 STACKCaching reflection information for target class 'GuiValueController, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

    AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
    AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
    AgeModifierItem:UpdateModifier()
    AgeModifierItem:StartAnimation()
    AgeModifierSet:StartModifiers(System.Reflection.ParameterInfo)
    TechnologyQuadrantItem:Highlight(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:SpecificUpdate()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:OnBeginShow(System.Reflection.ParameterInfo)
    GuiWindow:OnBeginShow(System.Reflection.ParameterInfo)
    GuiScreen:OnBeginShow(System.Reflection.ParameterInfo)
    TechnologyScreen:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackExclusive:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo)
    TechnologyStageUnlockedNotificationWindow:OnTechnologyScreenCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:22:41:236 STACKCaching reflection information for target class 'TechnologyLinkSpark, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

    AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
    AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
    AgeModifierItem:UpdateModifier()
    AgeModifierItem:StartAnimation()
    AgeModifierSet:StartModifiers(System.Reflection.ParameterInfo)
    TechnologyLinkSpark:Animate()
    TechnologyLinkItem2:Animate()
    TechnologyScreen:SpecificUpdate()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:22:42:101 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:42:155 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:42:608 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:42:758 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:42:826 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:43:273 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:44:075 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:44:075 STACK[AI0] Sync took 1.993114 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:44:075 STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:44:777 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:44:978 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:44:978 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 485

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:44:978 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:44:978 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:44:978 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 562

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:44:978 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:44:978 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:45:111 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:45:112 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 246

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:45:112 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:45:112 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:45:112 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 243

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:45:112 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:47:159 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:47:251 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:47:651 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:118 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:118 STACK[AI0] Sync took 0.9060518 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:48:119 STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:48:667 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:48:875 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:875 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 486

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:875 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:875 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:875 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 563

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:875 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:875 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:48:944 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:944 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 247

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:944 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:945 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:945 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 244

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:48:945 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:51:080 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:51:153 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:51:567 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:52:198 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:52:198 STACK[AI0] Sync took 1.1220642 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:52:198 STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:52:879 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:53:085 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:085 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 487

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:085 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:085 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:085 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 564

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:085 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:168 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:53:223 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:223 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 248

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:223 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:223 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:223 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 245

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:53:223 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:55:304 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:55:371 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:55:829 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:56:336 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:56:336 STACK[AI0] Sync took 1.0080577 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:56:336 STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:57:004 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:22:57:237 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:237 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 488

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:237 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:237 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:237 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 565

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:237 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:237 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:57:539 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:539 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 249

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:539 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:539 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:539 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 246

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:57:539 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:59:442 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:22:59:522 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:22:59:984 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:00:451 STACK[AI0] Sync took 1.0030574 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:00:451 STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:00:605 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:172 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:01:328 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:329 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 489

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:329 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:329 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:329 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 566

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:329 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:407 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:01:487 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:487 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 250

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:487 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:488 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:488 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 247

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:01:488 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:03:623 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:03:675 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:04:113 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:04:620 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:04:620 STACK[AI0] Sync took 1.0000572 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:04:621 STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:05:150 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:05:596 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:596 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 490

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:596 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:596 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:596 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 567

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:596 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:596 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:596 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 251

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:596 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:663 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:05:762 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:763 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 248

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:05:763 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:07:854 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:07:928 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:08:380 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:08:913 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:08:913 STACK[AI0] Sync took 1.0160581 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:08:913 STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:09:590 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:09:746 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:746 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 491

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:746 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:746 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:746 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 568

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:746 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:831 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:09:893 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:894 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 252

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:894 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:894 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:894 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 249

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:09:894 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:11:961 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:12:042 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:12:487 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:13:018 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:13:018 STACK[AI0] Sync took 1.0020573 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:13:018 STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:13:863 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:14:091 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:092 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 492

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:092 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:092 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:092 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 569

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:092 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:092 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:14:244 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:244 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 253

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:244 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:244 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:244 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 250

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:14:244 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:16:254 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:16:322 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:16:724 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:192 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:192 STACK[AI0] Sync took 0.9000514 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:17:193 STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:17:722 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:17:890 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:890 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 493

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:890 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:890 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:890 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 570

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:890 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:959 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:17:990 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:990 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 254

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:990 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:990 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:990 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 251

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:17:990 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:20:151 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:20:190 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:20:455 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:20:746 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:20:856 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:20:856 STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:21:719 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:21:820 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:21:820 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 494

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:21:820 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:21:964 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:21:965 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 571

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:21:965 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:21:965 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:21:965 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 255

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:21:965 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:21:999 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:22:033 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:22:033 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 252

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:22:033 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:24:182 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:24:217 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:24:435 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:24:711 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:24:799 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:24:799 STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:25:391 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:25:518 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:518 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 495

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:518 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:518 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:518 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 572

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:518 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:602 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:25:639 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:639 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 256

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:639 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:639 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:639 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 253

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:25:639 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:27:801 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:27:839 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:28:078 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:28:362 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:28:401 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:28:401 STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:29:002 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:29:124 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:124 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 496

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:125 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:125 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:125 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 573

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:125 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:207 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:29:248 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:248 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 257

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:248 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:248 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:248 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 254

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:29:248 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:31:395 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:31:431 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:31:670 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:32:115 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:32:156 STACK[AI0] Sync took 0.7720442 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:32:156 STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:32:758 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:32:923 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:32:923 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 497

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:32:923 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:32:923 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:32:923 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 574

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:32:923 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:32:961 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:33:044 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:33:045 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 258

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:33:045 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:33:045 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:33:045 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 255

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:33:045 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:35:175 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:35:211 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:35:450 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:35:777 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:35:856 STACK[AI0] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:35:856 STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:36:453 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:36:604 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:604 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 498

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:604 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:604 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:604 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 575

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:604 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:672 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:36:704 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:704 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 259

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:705 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:705 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:705 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 256

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:36:705 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:38:876 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:38:910 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:39:110 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:39:345 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:39:457 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:39:457 STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:40:249 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:40:384 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:384 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 499

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:384 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:384 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:384 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 576

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:384 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:451 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:40:484 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:484 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 260

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:484 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:485 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:485 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 257

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:40:485 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:42:671 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:42:702 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:42:902 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:43:114 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:43:175 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:43:175 STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:43:748 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:43:910 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:43:910 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 500

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:43:910 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:43:910 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:43:910 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 577

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:43:910 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:43:981 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:44:014 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:44:014 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 261

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:44:014 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:44:014 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:44:014 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 258

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:44:015 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:46:187 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:46:205 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:46:414 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:46:691 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:46:754 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:46:754 STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:47:520 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:47:655 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:655 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 501

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:655 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:655 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:655 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 578

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:655 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:741 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:47:776 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:776 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 262

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:776 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:776 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:776 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 259

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:47:776 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:49:928 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:49:962 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:50:170 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:50:413 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:50:520 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:50:520 STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:51:109 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:51:250 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:250 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 502

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:250 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:250 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:250 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 579

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:250 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:324 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:51:359 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:359 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 263

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:359 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:359 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:360 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 260

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:51:360 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:53:510 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:53:543 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:53:751 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:000 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:141 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:54:141 STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:54:698 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:54:876 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:876 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 503

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:876 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:876 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:877 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 580

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:877 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:911 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:54:981 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:982 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 264

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:982 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:982 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:982 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 261

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:54:982 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:57:136 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:57:167 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:57:375 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:57:779 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:57:848 STACK[AI0] Sync took 0.717041 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:57:848 STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:58:440 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:23:58:580 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:580 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 504

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:580 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:580 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:580 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 581

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:580 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:654 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:23:58:689 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:689 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 265

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:690 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:690 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:690 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 262

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:23:58:690 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:00:839 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:00:872 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:01:071 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:01:313 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:01:435 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:01:435 STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:02:033 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:02:167 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:167 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 505

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:167 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:167 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:167 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 582

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:167 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:234 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:02:267 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:267 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 266

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:268 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:268 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:268 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 263

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:02:268 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:04:432 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:04:465 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:04:656 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:04:871 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:04:933 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:04:933 STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:05:724 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:05:873 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:873 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 506

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:873 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:873 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:873 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 583

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:873 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:963 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:05:994 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:994 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 267

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:994 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:994 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:994 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 264

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:05:994 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:08:167 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:08:201 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:08:427 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:08:689 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:08:764 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:08:764 STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:09:366 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:09:483 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:483 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 507

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:483 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:483 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:483 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 584

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:483 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:553 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:09:593 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:593 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 268

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:593 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:593 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:593 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 265

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:09:593 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:11:749 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:11:785 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:12:011 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:12:259 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:12:347 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:12:347 STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:12:955 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:13:262 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:262 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 508

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:262 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:262 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:263 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 585

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:263 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:368 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:368 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 269

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:369 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:369 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:13:486 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:486 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 266

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:13:486 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:15:569 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:15:601 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:15:801 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:15:968 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:068 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:16:068 STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:16:670 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:16:786 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:787 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 509

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:787 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:787 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:787 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 586

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:787 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:870 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:16:887 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:887 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 270

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:887 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:887 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:887 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 267

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:16:887 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:19:075 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:19:109 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:19:225 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:19:359 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:19:477 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:19:477 STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:20:089 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:20:195 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:195 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 510

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:195 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:195 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:195 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 587

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:195 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:279 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:20:329 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:330 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 271

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:330 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:330 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:330 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 268

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:20:330 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:22:470 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:22:502 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:22:635 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:22:785 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:22:885 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:22:885 STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:23:644 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:23:767 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:767 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 511

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:767 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:767 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:767 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 588

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:767 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:857 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:23:894 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:895 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 272

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:895 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:895 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:895 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 269

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:23:895 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:26:061 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:26:076 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:26:210 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:26:377 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:26:446 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:26:446 STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:27:029 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:27:179 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:179 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 512

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:179 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:179 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:179 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 589

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:179 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:246 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:27:296 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:296 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 273

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:296 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:296 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:296 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 270

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:27:296 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:29:469 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:29:485 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:29:636 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:29:820 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:29:970 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:29:970 STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:30:539 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:30:689 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:689 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 513

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:689 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:689 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:689 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 590

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:689 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:739 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:30:791 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:791 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 274

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:791 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:792 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:792 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 271

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:30:792 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:32:944 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:32:978 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:33:128 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:33:294 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:33:445 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:33:445 STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:34:247 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:34:348 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:348 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 514

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:348 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:348 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:348 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 591

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:348 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:414 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:34:464 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:464 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 275

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:464 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:464 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:464 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 272

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:34:464 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:36:620 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:36:636 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:36:753 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:36:870 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:038 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:37:039 STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:37:605 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:37:755 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:756 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 515

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:756 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:756 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:756 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 592

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:756 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:839 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:37:855 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:856 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 276

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:856 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:856 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:856 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 273

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:37:856 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:40:012 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:40:044 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:40:195 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:40:361 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:40:514 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:40:514 STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:41:113 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:41:247 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:248 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 516

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:248 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:248 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:248 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 593

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:248 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:317 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:41:350 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:350 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 277

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:350 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:350 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:350 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 274

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:41:350 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:43:520 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:43:536 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:43:670 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:43:887 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:44:023 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:44:023 STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:44:930 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:45:065 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:065 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 517

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:065 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:065 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:065 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 594

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:065 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:132 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:45:234 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:234 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 278

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:234 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:234 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:234 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 275

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:45:234 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:47:334 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:47:403 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:47:887 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:48:491 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:48:589 STACK[AI0] Sync took 1.2030688 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:48:589 STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:49:180 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:49:321 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:321 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 518

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:321 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:321 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:321 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 595

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:321 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:321 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:49:472 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:472 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 279

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:472 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:472 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:472 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 276

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:49:473 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:51:535 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:51:609 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:52:063 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:52:763 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:52:763 STACK[AI0] Sync took 1.2130694 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:52:763 STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:53:365 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:53:567 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:567 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 519

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:567 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:567 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:567 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 596

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:567 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:568 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:53:732 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:732 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 280

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:732 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:732 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:732 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 277

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:53:732 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:55:757 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:55:829 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:56:284 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:56:816 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:56:816 STACK[AI0] Sync took 1.014058 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:56:816 STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:57:408 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:24:57:575 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:575 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 520

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:575 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:576 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:576 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 597

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:576 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:576 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:57:758 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:758 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 281

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:758 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:758 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:759 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 278

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:57:759 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:24:59:830 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:24:59:905 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:00:370 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:01:117 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:01:117 STACK[AI0] Sync took 1.2980743 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:01:117 STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:01:720 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:01:841 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:01:841 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 521

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:01:842 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:01:842 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:01:842 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 598

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:01:842 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:01:924 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:02:057 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:02:057 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 282

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:02:057 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:02:057 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:02:058 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 279

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:02:058 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:04:101 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:04:158 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:04:601 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:05:222 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:05:222 STACK[AI0] Sync took 1.0030574 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:05:222 STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:05:693 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:05:930 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:05:930 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 522

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:05:930 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:05:930 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:05:930 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 599

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:05:930 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:05:930 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:06:079 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:06:079 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 283

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:06:080 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:06:080 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:06:080 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 280

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:06:080 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:08:110 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:08:187 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:08:642 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:09:375 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:09:375 STACK[AI0] Sync took 1.2250701 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:09:375 STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:10:070 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:10:231 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:231 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 523

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:231 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:231 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:231 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 600

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:231 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:231 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:10:386 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:386 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 284

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:386 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:386 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:386 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 281

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:10:386 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:12:483 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:12:559 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:13:021 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:13:569 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:13:569 STACK[AI0] Sync took 1.1000629 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:13:569 STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:14:173 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:14:317 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:317 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 524

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:317 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:317 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:317 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 601

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:317 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:427 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:14:517 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:517 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 285

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:517 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:518 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:518 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 282

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:14:518 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:16:622 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:16:690 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:17:138 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:17:896 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:17:896 STACK[AI0] Sync took 1.3310762 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:17:896 STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:18:660 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:18:861 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:861 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 525

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:861 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:861 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:861 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 602

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:861 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:861 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:18:964 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:964 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 286

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:964 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:965 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:965 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 283

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:18:965 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:20:182 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000009F, [Empire0], ConstructibleElementName: TechnologyDefinitionScienceAndExploration2, ConstructionGameEntityGUID: 1662, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:21:034 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:21:034 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:21:505 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:22:151 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:22:152 STACK[AI0] Sync took 1.1010629 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:22:152 STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:22:854 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:23:025 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:025 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 526

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:025 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:025 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:025 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 603

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:026 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:026 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:23:163 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:163 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 287

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:163 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:163 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:163 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 284

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:23:163 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:24:986 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000A0, [Empire0], ConstructibleElementName: TechnologyDefinitionScienceAndExploration4, ConstructionGameEntityGUID: 1663, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:25:210 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:25:320 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:25:768 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:26:177 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:26:277 STACK[AI0] Sync took 1.0710612 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:26:277 STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:26:845 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:27:014 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:014 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 527

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:014 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:014 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:014 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 604

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:014 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:080 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:27:148 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:149 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 288

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:149 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:149 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:149 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 285

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:27:149 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:29:283 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:29:317 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:29:518 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:29:754 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:29:885 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:29:885 STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:30:487 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:30:621 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:621 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 528

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:621 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:621 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:621 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 605

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:622 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:657 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:30:712 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:712 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 289

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:712 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:713 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:713 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 286

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:30:713 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:32:859 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:32:876 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:33:010 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:33:143 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:33:260 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:33:261 STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:34:062 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:34:215 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:215 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 529

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:215 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:215 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:215 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 606

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:216 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:297 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:34:346 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:346 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 290

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:346 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:346 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:346 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 287

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:34:347 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:36:501 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:36:518 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:36:651 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:36:799 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:36:888 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:36:888 STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:37:481 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:37:609 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:609 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 530

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:609 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:609 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:609 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 607

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:609 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:695 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:37:717 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:717 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 291

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:717 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:717 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:717 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 288

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:37:717 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:40:451 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:40:463 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:40:595 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:40:766 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:40:896 STACK[AI0] Sync took 1.0000572 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:40:897 STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:41:598 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:41:721 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:721 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 531

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:721 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:830 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:830 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 608

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:830 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:830 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:830 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 292

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:830 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:831 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:831 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 289

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:831 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:41:831 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:43:987 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:44:010 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:44:137 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:44:307 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:44:401 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:44:401 STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:45:258 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:45:357 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:358 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 532

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:358 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:458 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:458 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 609

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:458 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:458 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:458 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 293

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:458 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:508 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:45:535 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:535 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 290

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:45:535 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:47:713 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:47:730 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:47:863 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:48:148 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:48:314 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:48:315 STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:48:900 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:49:016 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:016 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 533

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:016 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:016 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:017 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 610

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:017 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:117 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:49:133 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:133 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 294

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:133 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:134 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:134 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 291

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:49:134 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:51:306 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:51:322 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:51:472 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:51:622 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:51:708 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:51:709 STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:52:676 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:52:826 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:826 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 534

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:826 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:826 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:826 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 611

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:826 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:892 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:52:942 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:942 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 295

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:943 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:943 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:943 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 292

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:52:943 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:55:098 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:55:131 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:55:265 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:55:433 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:55:600 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:55:600 STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:56:269 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:25:56:402 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:402 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 535

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:402 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:487 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:56:504 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:504 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 612

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:504 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:504 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:504 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 296

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:505 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:505 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:505 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 293

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:56:505 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:58:684 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:58:715 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:58:914 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:59:149 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:25:59:185 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:59:185 STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:25:59:944 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:00:261 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:261 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 536

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:261 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:379 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:379 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 613

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:379 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:379 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:379 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 297

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:379 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:412 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:00:496 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:496 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 294

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:00:496 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:02:593 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:02:609 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:02:839 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:03:109 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:03:190 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:03:190 STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:03:637 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:03:704 STACK[AI0] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:175 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:04:335 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:335 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 537

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:335 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:335 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:335 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 614

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:336 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:401 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:401 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 298

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:401 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:401 STACK[Empire 5] OrderBuyoutTradable preprocessor failed: Cannot afford 582.5156 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:401 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 295

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:401 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:502 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:04:554 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:554 STACK[AI0] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:621 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:721 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:771 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:771 STACK[AI0] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:788 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:805 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:04:855 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:125 STACKCould not retrieve ShipDesign 'MFInsectoidSmallAttackAvg'

    Marketplace:RefillShipsStock(System.Reflection.ParameterInfo)
    Marketplace:ITradingManagementService.ServerEndTurn()
    GameServerState_Turn_End+c__Iterator469:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:245 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:245 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:315 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000A1, Ticket: 0000017F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:346 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.16 Politics02 = 0.41 Politics03 = 0.13 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.30 Politics00 = 0.00 TOTAL_SCORE = 67.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:347 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:347 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:361 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000A2, Ticket: 00000180

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:687 STACKInfinite loop detected!

    DepartmentOfIndustry+c__Iterator1DE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:699 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.33 Politics02 = 0.30 Politics03 = 0.08 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.25 Politics00 = 0.00 TOTAL_SCORE = 75.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:794 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.03 Politics02 = 0.62 Politics03 = 0.15 Politics04 = 0.02 Politics05 = 0.10 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 117.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:794 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:794 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:858 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:DepartmentOfDefense_ShipDesignConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1DC:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:859 STACK[Psy] Mothership.AddPopulation() => newPopulationCreated

    Mothership:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateEmptyMothership(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateShip(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateShipInGarrison(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:DepartmentOfDefense_ShipDesignConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1DC:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:874 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.00 Politics02 = 0.18 Politics03 = 0.33 Politics04 = 0.00 Politics05 = 0.30 Politics06 = 0.19 Politics00 = 0.00 TOTAL_SCORE = 36.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:06:964 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.08 Politics02 = 0.19 Politics03 = 0.16 Politics04 = 0.03 Politics05 = 0.49 Politics06 = 0.05 Politics00 = 0.00 TOTAL_SCORE = 38.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:07:036 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.06 Politics02 = 0.32 Politics03 = 0.25 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.37 Politics00 = 0.00 TOTAL_SCORE = 93.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:414 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:414 STACK[ChatMessage] RECV: l:/_turn/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:598 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:732 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:765 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:781 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:781 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:781 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:832 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:832 STACKSynchronizationState = Synchronized

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:832 STACKPlayerInTransition = False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:832 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:833 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:08:833 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:223 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:223 STACK[ChatMessage] RECV: l:/_turn/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:239 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:239 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:239 STACKSynchronizationState = Synchronized

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:239 STACKPlayerInTransition = False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:239 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:239 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:239 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:253 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:563 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:563 STACK[AI0] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:09:667 STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:10:085 STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:10:102 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:10:134 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:10:169 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:10:170 STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 15)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:10:770 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:10:787 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:10:803 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:11:824 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:11:890 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:11:890 STACK[AI0] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:11:890 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:11:950 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000A3, Ticket: 00000181

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:12:009 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000A4, Ticket: 00000182

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:12:110 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000A5, Ticket: 00000183

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:13:294 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:16:168 STACK[Empire 1] OrderBuyoutTradable preprocessor failed: Cannot afford 583.3102 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:16:168 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 548

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:16:168 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:16:262 STACK[Empire 2] OrderBuyoutTradable preprocessor failed: Cannot afford 583.3102 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:16:262 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 624

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:16:262 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:16:309 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000D2, Ticket: 000001B2, [Empire3], ConstructibleElementName: TechnologyDefinitionMilitary1, ConstructionGameEntityGUID: 1672, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:16:496 STACK[Order] OrderCreateRecipe::DepartmentOfTheTreasury/OrderCreateRecipe#000000D4, Ticket: 000001B4, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator245:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:16:913 STACK[Empire 4] OrderBuyoutTradable preprocessor failed: Cannot afford 583.3102 EmpireMoney

    DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:16:913 STACK[AI0] TaskFailed Buy 26 Strategic2 on market/ 302

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:16:913 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:17:151 STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#000000DB, Ticket: 000001BC, [Empire5]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfCommerce+c__Iterator15C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:17:311 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:20:261 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:20:446 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:20:467 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000103, [Empire1], Entity index: 127

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:20:518 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000104, [Empire1], Entity index: 126

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:20:580 STACK[AI0] Sync took 7.3004175 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:20:580 STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 15)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:20:763 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000108, [Empire5], Entity index: 88

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:20:896 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000010A, [Empire19], Entity index: 571

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:20:965 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000010B, [Empire19], Entity index: 568

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:030 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000010C, [Empire19], Entity index: 567

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:096 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000010D, [Empire19], Entity index: 566

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:165 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000010E, [Empire19], Entity index: 565

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:231 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000010F, [Empire19], Entity index: 562

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:355 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000110, [Empire19], Entity index: 561

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:355 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:21:584 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000111, [Empire19], Entity index: 560

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:631 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000112, [Empire19], Entity index: 559

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:711 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000113, [Empire19], Entity index: 556

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:791 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000114, [Empire19], Entity index: 554

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:792 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:21:876 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000115, [Empire19], Entity index: 553

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:21:955 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000116, [Empire19], Entity index: 551

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:22:036 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000117, [Empire19], Entity index: 547

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:22:113 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000118, [Empire19], Entity index: 546

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:22:190 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000119, [Empire19], Entity index: 544

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:22:272 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000011A, [Empire19], Entity index: 543

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:22:352 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000011B, [Empire19], Entity index: 542

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:23:984 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:24:476 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:24:485 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:24:836 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:24:871 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:25:270 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:25:271 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:25:386 STACK[AI0] Sync took 1.4010802 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:25:386 STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 15)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:26:136 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:26:177 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:26:385 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:27:303 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:27:303 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:27:303 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:28:597 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:28:630 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:28:771 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:28:999 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:29:100 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:29:100 STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 15)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:29:868 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:30:102 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:30:169 STACKBegin encounter simulation ignition 9074

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:30:412 STACKEnd encounter simulation ignition 9076

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:30:470 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:30:603 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:30:603 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:30:704 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:31:105 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:31:139 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:31:139 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:31:264 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:31:706 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:31:723 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:31:723 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:31:808 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:31:991 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:024 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:024 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:074 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:074 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:224 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:224 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:308 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:32:324 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:325 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:474 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:509 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:660 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:660 STACK[AI0] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:32:810 STACK[AI0] Sync took 0.5010287 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:32:810 STACK[AI0] [MainState] Start decision number 5 (state: OthersWantToEndTheTurn, turn: 15)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:32:843 STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1646 49

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:32:843 STACK[AI0] TaskFailed Gameplay Fleet Mission 1646/ 49

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:33:461 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:33:813 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:33:863 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:33:863 STACK[AI0] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:33:931 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:34:065 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:34:129 STACKDisposing ServerEncounter 1680

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:34:129 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:34:129 STACK[AI0] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:34:163 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:34:182 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:34:247 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:35:536 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:35:536 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:35:591 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.16 Politics02 = 0.38 Politics03 = 0.13 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.33 Politics00 = 0.00 TOTAL_SCORE = 68.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:35:926 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.48 Politics02 = 0.30 Politics03 = 0.08 Politics04 = 0.02 Politics05 = 0.00 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 50.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:36:006 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.04 Politics02 = 0.62 Politics03 = 0.16 Politics04 = 0.02 Politics05 = 0.10 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 114.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:36:101 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.00 Politics02 = 0.15 Politics03 = 0.27 Politics04 = 0.00 Politics05 = 0.34 Politics06 = 0.25 Politics00 = 0.00 TOTAL_SCORE = 44.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:36:185 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.08 Politics02 = 0.18 Politics03 = 0.20 Politics04 = 0.05 Politics05 = 0.45 Politics06 = 0.05 Politics00 = 0.00 TOTAL_SCORE = 40.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:36:251 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.06 Politics02 = 0.33 Politics03 = 0.24 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.36 Politics00 = 0.00 TOTAL_SCORE = 94.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:37:638 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:37:638 STACK[ChatMessage] RECV: l:/_turn/16 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:37:708 STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000163, [Empire1], ColonizedStarSystemGUID: 1460, StarSystemState: Colony

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:37:791 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000165, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:37:791 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:37:821 STACK[Empire 1] OrderSendAutomatedShip preprocessor failed: Scorpius (ColonizedStarSystem#1460) has no OutpostMigrationFlux

    DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:37:839 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000166, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:37:839 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:056 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:206 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:223 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:256 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:256 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:256 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:310 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:310 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:646 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:646 STACK[ChatMessage] RECV: l:/_turn/16 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:660 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:661 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:661 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:676 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:708 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:38:758 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000016B, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:39:063 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:39:109 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000016E, [Empire17], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:39:225 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:39:225 STACK[AI0] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:39:359 STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:39:877 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:39:877 STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:39:910 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:39:979 STACK[AI0] Sync took 0.6030345 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:39:979 STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:40:946 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:40:962 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:41:748 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:41:831 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:41:831 STACK[AI0] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:41:848 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000170, Ticket: 00000227

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:41:882 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:41:899 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000171, Ticket: 00000228

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:41:952 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000172, Ticket: 00000229

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:41:999 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000173, Ticket: 0000022A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:42:050 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000174, Ticket: 0000022B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:42:050 STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Regular_EconomyAndTrade_Stage3_A

    GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestObjectiveTitle:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DeedCompletedNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
    GuiNotificationManager:ToggleGuiNotification(System.Reflection.ParameterInfo)
    GuiNotificationManager:RecordEventForEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiNotificationManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:43:392 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:45:290 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001A2, Ticket: 00000259, [Empire1], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment2, ConstructionGameEntityGUID: 1699, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:45:359 STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000001A3, Ticket: 0000025A, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:45:647 STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#000001A7, Ticket: 0000025E, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfCommerce+c__Iterator15C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:45:813 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000001A9, Ticket: 00000260, [Empire4], ShipGUIDs: 1539 , Position: NodeIndex:59, FleetGUID: 1702

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:45:814 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:45:853 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001AA, Ticket: 00000261, [Empire5], ConstructibleElementName: TechnologyDefinitionScienceAndExploration2, ConstructionGameEntityGUID: 1703, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:46:098 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:113 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:348 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:389 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D4, [Empire1], Entity index: 141

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:433 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D5, [Empire3], Entity index: 67

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:482 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D6, [Empire4], Entity index: 102

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:482 STACK[AI0] Sync took 5.1002917 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:48:482 STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:48:582 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D8, [Empire19], Entity index: 673

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:632 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D9, [Empire19], Entity index: 672

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:682 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001DA, [Empire19], Entity index: 670

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:732 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001DB, [Empire19], Entity index: 669

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:783 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001DC, [Empire19], Entity index: 665

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:834 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001DD, [Empire19], Entity index: 662

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:895 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001DE, [Empire19], Entity index: 656

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:933 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001DF, [Empire19], Entity index: 651

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:48:983 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E0, [Empire19], Entity index: 650

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:49:033 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E1, [Empire19], Entity index: 649

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:49:083 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E2, [Empire19], Entity index: 644

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:49:183 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E4, [Empire19], Entity index: 674

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:49:267 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:49:267 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:49:676 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000001EA, Ticket: 00000290, [Empire0], ShipGUIDs: 873 1558 , Position: NodeIndex:71, FleetGUID: 1706

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:49:676 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:49:705 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:49:769 STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#000001EC, Ticket: 00000292, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator17B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:49:969 STACKCancelling actions on Fajis (309) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 3

    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:51:391 STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000001F3, [Empire0], ShipsGUID: 873,1558

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator181:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:51:908 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:51:923 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:52:074 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:52:308 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:52:409 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:52:409 STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:52:910 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:193 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000202, Ticket: 000002A6

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:328 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:344 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:378 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:53:612 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:53:656 STACK[Population] Adding 0 AffinityVampirilis on the mothership #1654, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:656 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:656 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeExploitedStarSystemPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:656 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeExploitedStarSystemPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:656 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeExploitedStarSystemPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:656 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeExploitedStarSystemPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:656 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeExploitedStarSystemPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:53:656 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeExploitedStarSystemPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:55:807 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:55:833 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:55:967 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:56:150 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:56:217 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:56:217 STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:56:217 STACK[AI0] TaskFailed Simple colonization/ 233

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:56:870 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:56:903 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:56:903 STACK[AI0] Encounter 1707 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:26:57:053 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000020C, Ticket: 000002AE, [Empire3], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment2, ConstructionGameEntityGUID: 1713, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:57:103 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:59:318 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:26:59:356 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:59:610 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:26:59:951 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:00:033 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:00:033 STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:00:669 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:00:670 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:00:711 STACK[AI0] Encounter 1707 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:00:927 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:01:161 STACKBegin encounter simulation ignition 10181

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:01:402 STACKEnd encounter simulation ignition 10183

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:01:447 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:01:624 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:01:624 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:01:751 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:02:231 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:02:272 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:02:272 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:02:442 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:03:201 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:03:239 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:03:364 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:03:406 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:03:406 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:03:572 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:03:698 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:04:038 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:04:119 STACK[AI0] Sync took 0.9000514 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:04:119 STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:04:764 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:04:802 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:04:840 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:04:840 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:04:999 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:04:999 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:05:944 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:05:981 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:05:981 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:06:130 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:06:389 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:06:423 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:06:423 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:06:498 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:06:498 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:06:752 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:06:752 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:06:916 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:07:210 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:07:248 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:07:494 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:07:786 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:07:825 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:07:825 STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:07:825 STACK[AI0] Cancel Fleet mission without fleet Simple colonization 320

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Colonize:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:07:825 STACK[AI0] TaskFailed Simple colonization/ 320

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:07:989 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:08:195 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:08:237 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:08:486 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:08:718 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:08:736 STACK[Empire 4] OrderRepairShips preprocessor failed: EncounterInProgress

    DepartmentOfDefense:RepairShipsPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:08:736 STACK[AI0] TaskFailed Repair : 1467/ 322

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:08:736 STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfDefense/OrderRepairShips

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:10:904 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:10:943 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:11:207 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:11:522 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:11:604 STACK[AI0] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:11:604 STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:12:307 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:12:307 STACK[AI0] Encounter 1716 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:12:513 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:14:702 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:14:739 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:14:984 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:15:431 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:15:490 STACK[AI0] Sync took 0.7610435 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:15:490 STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:16:117 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:16:159 STACK[AI0] Encounter 1716 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:16:374 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:16:502 STACKBegin encounter simulation ignition 10546

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:16:785 STACKEnd encounter simulation ignition 10548

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:16:842 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:16:992 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:16:992 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:17:110 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:17:593 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:17:633 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:17:633 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:17:794 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:18:556 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:18:590 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:18:590 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:18:590 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:18:623 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:18:725 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:18:822 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:19:090 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:19:190 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:19:190 STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:19:726 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:19:759 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:19:759 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:19:859 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:19:892 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:19:960 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:027 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:027 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:096 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:20:162 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:397 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:430 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:431 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:496 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:496 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:697 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:698 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:20:830 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:22:282 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:22:299 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:22:449 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:22:652 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:22:685 STACK[AI0] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:22:685 STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:22:685 STACK[AI0] Cancel Fleet mission without fleet Simple colonization 159

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Colonize:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:22:685 STACK[AI0] TaskFailed Simple colonization/ 159

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:23:352 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:23:586 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:25:787 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:25:812 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:25:973 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:26:184 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:26:290 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:26:291 STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:26:936 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:27:198 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:27:814 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:27:881 STACK[AI0] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:27:980 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:28:048 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:28:048 STACK[AI0] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:28:114 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:28:281 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:28:349 STACKDisposing ServerEncounter 1707

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:28:349 STACKDisposing ServerEncounter 1716

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:28:349 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:28:349 STACK[AI0] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:28:366 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:28:399 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:28:465 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:29:785 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:29:785 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:29:851 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.17 Politics02 = 0.36 Politics03 = 0.13 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.34 Politics00 = 0.00 TOTAL_SCORE = 66.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:30:169 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.51 Politics02 = 0.28 Politics03 = 0.10 Politics04 = 0.02 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 61.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:30:252 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.04 Politics02 = 0.62 Politics03 = 0.16 Politics04 = 0.02 Politics05 = 0.10 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 112.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:30:372 STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 3

    DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo)
    Empire:NotifyUnlock(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator209:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:30:386 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.00 Politics02 = 0.14 Politics03 = 0.30 Politics04 = 0.00 Politics05 = 0.32 Politics06 = 0.24 Politics00 = 0.00 TOTAL_SCORE = 46.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:30:452 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.06 Politics02 = 0.16 Politics03 = 0.20 Politics04 = 0.04 Politics05 = 0.41 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 49.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:30:521 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.06 Politics02 = 0.32 Politics03 = 0.27 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.35 Politics00 = 0.00 TOTAL_SCORE = 100.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:31:923 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:31:923 STACKDisposing Encounter 1680

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:31:923 STACK[ChatMessage] RECV: l:/_turn/17 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:31:989 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000025B, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:31:990 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:107 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:240 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:257 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:290 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:290 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:290 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:324 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:324 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:873 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:874 STACK[ChatMessage] RECV: l:/_turn/17 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:888 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:888 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:888 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:908 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:925 STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#0000025D, initiator empire index: 13, target empire index: 1, new diplomatic relation: DiplomaticRelationStateMinorNeutral

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator419:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:32:977 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:009 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000025F, [Empire6], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:109 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:162 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000262, [Empire8], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:243 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:292 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000265, [Empire10], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:376 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:426 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000268, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:510 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:560 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000026B, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:660 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:693 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000026E, [Empire14], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:794 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:827 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000271, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:944 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:33:944 STACK[AI0] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:34:111 STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:34:512 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:34:513 STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:34:532 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:34:596 STACK[AI0] Sync took 0.5010287 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:34:613 STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 17)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:35:298 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:35:348 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:35:348 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:36:200 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:36:267 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:36:267 STACK[AI0] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:36:300 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000273, Ticket: 000002FA

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:36:300 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:36:350 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000274, Ticket: 000002FB

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:37:803 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:38:521 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000002A6, Ticket: 0000032D, [Empire1], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade4, ConstructionGameEntityGUID: 1743, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:38:571 STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000002A7, Ticket: 0000032E, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:38:671 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000002AA, Ticket: 00000331, [Empire3], ConstructibleElementName: TechnologyDefinitionMilitary6, ConstructionGameEntityGUID: 1748, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:38:906 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000002B0, Ticket: 00000337, [Empire4], ConstructibleElementName: TechnologyDefinitionScienceAndExploration5, ConstructionGameEntityGUID: 1755, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:38:989 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000002B2, Ticket: 00000339, [Empire5], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 1758, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:39:040 STACK[Order] OrderColonizeWithDust::DepartmentOfTheInterior/OrderColonizeWithDust#000002B3, Ticket: 0000033A, [Empire5], PlanetGUID: 156, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 1760, ColonizedStarsystemGUID: 1759, ColonizedPlanetGUID: 1761, PropagandaGUID: 1762, MoneyCost: 211.4167

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:39:040 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:39:040 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:39:040 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:39:041 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:39:041 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:39:041 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator220:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:39:140 STACK[Empire 1] OrderEntityAction preprocessing failed because MoveToFleetActionDefinition cannot be executed with given parameters.

    DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:39:140 STACKGoToFleetAction #154: MoveTo order failed.

    GoToFleetAction:OnMoveToOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:39:190 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:40:996 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:41:501 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:41:531 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:41:664 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:41:848 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:41:915 STACK[AI0] Sync took 4.1162354 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:41:915 STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 17)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:41:964 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002E9, [Empire4], Entity index: 108

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:015 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002EA, [Empire5], Entity index: 95

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:165 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002ED, [Empire19], Entity index: 773

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:199 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002EE, [Empire19], Entity index: 765

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:254 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002EF, [Empire19], Entity index: 762

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:316 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F0, [Empire19], Entity index: 761

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:349 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F1, [Empire19], Entity index: 757

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:400 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F2, [Empire19], Entity index: 752

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:450 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F3, [Empire19], Entity index: 749

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:500 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F4, [Empire19], Entity index: 747

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:550 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F5, [Empire19], Entity index: 742

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:583 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F6, [Empire19], Entity index: 741

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:617 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:42:633 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F7, [Empire19], Entity index: 740

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:633 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:42:683 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002F8, [Empire19], Entity index: 736

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:733 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000002F9, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:42:918 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:43:134 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:43:368 STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000307, Ticket: 00000379, [Empire4], ShipsGUID: 961

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator181:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:43:553 STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#0000030B, Ticket: 0000037D, [Empire5]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:43:752 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:43:786 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:45:123 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:45:156 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:45:289 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:45:457 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:45:624 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:45:624 STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 17)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:46:275 STACK[AI0] Encounter 1768 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:46:275 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:46:326 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:46:526 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:46:543 STACKBegin encounter simulation ignition 11698

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:46:790 STACKEnd encounter simulation ignition 11700

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:46:827 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:46:827 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000325, Ticket: 00000397

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:46:860 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000326, [Empire0], Entity index: 101

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:47:010 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:47:011 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:47:077 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:47:344 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:47:361 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:47:361 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:47:445 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:47:946 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:47:979 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:47:979 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:48:063 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:48:631 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:48:665 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:48:665 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:48:765 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:48:782 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:48:816 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:48:949 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:116 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:183 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:49:183 STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 17)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:49:467 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:501 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:501 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:618 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:668 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000033D, Ticket: 000003AE

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:735 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000033E, Ticket: 000003AF

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:735 STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Regular_ScienceAndExploration_Stage2_A

    GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestObjectiveTitle:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DeedCompletedNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
    GuiNotificationManager:ToggleGuiNotification(System.Reflection.ParameterInfo)
    GuiNotificationManager:RecordEventForEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiNotificationManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:818 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:852 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:852 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:852 STACK[AI0] Encounter 1768 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:49:852 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:49:918 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:49:918 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:50:102 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:50:136 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:50:136 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:50:341 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:50:449 STACKBegin encounter simulation ignition 11843

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:50:706 STACKEnd encounter simulation ignition 11845

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:50:751 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:51:011 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:51:012 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:51:111 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:51:533 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:51:572 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:51:572 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:51:722 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:52:336 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:52:369 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:52:518 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:52:554 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:52:554 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:52:716 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:52:942 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:53:213 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:53:311 STACK[AI0] Sync took 1.0000572 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:53:311 STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 17)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:53:560 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:53:593 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:53:593 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:53:693 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:53:927 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:53:963 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:53:963 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:54:011 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:54:012 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:54:061 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:54:262 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:54:262 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:54:314 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:54:411 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:56:519 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:56:550 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:56:717 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:56:934 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:27:57:018 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:57:018 STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 17)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:27:57:661 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:27:57:921 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:00:112 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:00:144 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:00:278 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000036E, Ticket: 000003DC

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:00:511 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:00:782 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:00:914 STACK[AI0] Sync took 0.8000457 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:00:915 STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 17)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:01:681 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:28:01:926 STACK[AI0] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:04:134 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:04:169 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:04:394 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:04:636 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:04:712 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:04:712 STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 17)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:05:693 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:28:05:986 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:18:101 STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:18:101 STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:18:274 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:18:305 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:18:506 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:18:740 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:18:874 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:18:874 STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 17)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:19:542 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:28:19:881 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:45:480 STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:45:480 STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:45:672 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:45:709 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:45:928 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:46:212 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:28:46:279 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:46:279 STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 17)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:46:942 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:28:47:276 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:28:54:155 STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000371, [Empire0]: 666 1777 Begin 0

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1D2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:168 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:248 STACK[AI0] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:287 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:287 STACK[AI0] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:422 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:637 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:749 STACKDisposing ServerEncounter 1742

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:749 STACKDisposing ServerEncounter 1768

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:749 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:749 STACK[AI0] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:788 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:826 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:05:935 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:07:929 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:07:929 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:07:980 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.16 Politics02 = 0.40 Politics03 = 0.12 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.32 Politics00 = 0.00 TOTAL_SCORE = 70.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:08:298 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.49 Politics02 = 0.27 Politics03 = 0.09 Politics04 = 0.02 Politics05 = 0.00 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 63.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:08:397 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.04 Politics02 = 0.60 Politics03 = 0.16 Politics04 = 0.04 Politics05 = 0.10 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 112.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:08:480 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.00 Politics02 = 0.10 Politics03 = 0.30 Politics04 = 0.00 Politics05 = 0.34 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 53.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:08:556 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.06 Politics02 = 0.16 Politics03 = 0.20 Politics04 = 0.04 Politics05 = 0.41 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 49.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:08:647 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.10 Politics02 = 0.35 Politics03 = 0.24 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.31 Politics00 = 0.00 TOTAL_SCORE = 112.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:233 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:233 STACKDisposing Encounter 1707

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:233 STACKDisposing Encounter 1716

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:233 STACK[ChatMessage] RECV: l:/_turn/18 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:301 STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000372, [Empire2], ColonizedStarSystemGUID: 1548, StarSystemState: Colony

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:368 STACK[Empire 2] OrderSendAutomatedShip preprocessor failed: Grus (ColonizedStarSystem#1548) has no OutpostMigrationFlux

    DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:534 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:686 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:702 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:736 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:736 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:736 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:786 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:10:786 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:355 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:356 STACK[ChatMessage] RECV: l:/_turn/18 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:363 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:363 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:363 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:387 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:415 STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#00000375, initiator empire index: 14, target empire index: 5, new diplomatic relation: DiplomaticRelationStateMinorNeutral

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator419:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:455 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:504 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000377, [Empire16], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:621 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:621 STACK[AI0] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:11:756 STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:12:172 STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:12:189 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:12:213 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:12:258 STACK[AI0] Sync took 0.5030287 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:12:258 STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 18)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:12:557 STACK[AI0] Cancel Fleet mission without fleet Leech System 181

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Leech:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:12:557 STACK[AI0] TaskFailed Leech System/ 181

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:13:309 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:13:342 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:14:094 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:14:161 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:14:161 STACK[AI0] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:14:161 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:14:178 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000379, Ticket: 000003DE

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:14:228 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000037A, Ticket: 000003DF

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:14:278 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000037B, Ticket: 000003E0

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:14:595 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000382, Ticket: 000003E7, [Empire3], ShipGUIDs: 1564 1674 , Position: NodeIndex:48, FleetGUID: 1783

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:14:595 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:15:772 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:17:134 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000003B0, Ticket: 00000415, [Empire1], ShipGUIDs: 1671 , Position: NodeIndex:40, FleetGUID: 1786

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:17:134 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:17:168 STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000003B1, Ticket: 00000416, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:17:218 STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000003B2, Ticket: 00000417, [Empire1], system guid: 1460, contruction guid: 1700, resource name : EmpireEmpirePoint, buyout cost: 169.8816

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1CF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:17:218 STACKThe construction 1700 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1CF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:17:268 STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000003B3, Ticket: 00000418, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:17:351 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000003B5, Ticket: 0000041A, [Empire2], ShipGUIDs: 1626 , Position: NodeIndex:23, FleetGUID: 1788

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:17:351 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:17:401 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000003B6, Ticket: 0000041B, [Empire2], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment4, ConstructionGameEntityGUID: 1789, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:17:519 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000003B9, Ticket: 0000041E, [Empire3], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade1, ConstructionGameEntityGUID: 1792, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:17:903 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:20:856 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:21:098 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:21:162 STACK[AI0] Sync took 5.4003089 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:21:162 STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 18)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:21:249 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F0, [Empire4], Entity index: 112

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:21:373 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F2, [Empire19], Entity index: 876

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:21:440 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F3, [Empire19], Entity index: 873

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:21:523 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F4, [Empire19], Entity index: 869

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:21:573 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F5, [Empire19], Entity index: 868

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:21:639 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F6, [Empire19], Entity index: 867

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:21:708 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F7, [Empire19], Entity index: 865

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:21:982 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F8, [Empire19], Entity index: 863

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:22:024 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F9, [Empire19], Entity index: 861

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:22:084 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FA, [Empire19], Entity index: 860

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:22:162 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FB, [Empire19], Entity index: 859

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:22:241 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FC, [Empire19], Entity index: 857

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:22:315 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FD, [Empire19], Entity index: 856

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:22:407 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FE, [Empire19], Entity index: 853

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:22:407 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:22:429 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:22:468 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FF, [Empire19], Entity index: 850

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:22:547 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000400, [Empire19], Entity index: 847

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:22:624 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000401, [Empire19], Entity index: 844

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:22:699 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:23:316 STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#0000040A, Ticket: 0000045B, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfCommerce+c__Iterator15C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:24:903 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:24:938 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:25:138 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:25:438 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:25:505 STACK[AI0] Sync took 0.6010344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:25:505 STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 18)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:26:272 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:26:310 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:26:500 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:27:559 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000429, [Empire1], Entity index: 168

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:28:680 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:28:713 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:28:813 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:28:930 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:29:080 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:29:080 STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 18)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:29:766 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:29:983 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:30:668 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000042E, [Empire2], Entity index: 56

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:32:191 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:32:222 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:32:356 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:32:523 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:32:690 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:32:690 STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 18)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:33:359 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:33:610 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:35:781 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:35:815 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:35:965 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:36:132 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:36:300 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:36:300 STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 18)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:37:118 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:37:369 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:39:560 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:39:594 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:39:741 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:39:925 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:40:059 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:40:059 STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 18)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:40:744 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:41:079 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:42:749 STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:42:749 STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:42:967 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:42:983 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:43:151 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:43:335 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:29:43:451 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:43:452 STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 18)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:44:119 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:29:44:457 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:29:58:121 STACK[HxFxSystemComponentTextureAtlasManager] assigning texture mapping CP to global name [_AtlasTexCoords].

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:PreEvolve(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:PreEvolve()
    Amplitude.Unity.Graphics.HxFxSystemManager:OnPreRenderHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreRender()

19:29:58:526 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Betel I

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:29:59:188 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Betel II

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:30:00:291 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Betel III

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:30:03:593 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Betel IV

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:31:44:286 STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:31:44:286 STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:31:44:371 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000435, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary3, ConstructionGameEntityGUID: 1800, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:31:44:541 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:31:44:625 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:31:45:130 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:31:45:310 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:31:45:395 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:31:46:087 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:31:46:415 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:31:46:485 STACK[AI0] Sync took 2.0161153 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:31:46:485 STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 18)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:31:47:184 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:31:47:496 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:02:269 STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:02:269 STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:02:340 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000436, [Empire0], ConstructibleElementName: TechnologyDefinitionUnique4Cravers, ConstructionGameEntityGUID: 1801, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:02:483 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:02:551 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:02:974 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:03:540 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:03:540 STACK[AI0] Sync took 1.1210641 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:03:540 STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 18)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:04:246 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:32:04:543 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:05:090 STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000437, [Empire0], ConstructionGameEntityGUID: 1801

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator200:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:14:594 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:14:661 STACK[AI0] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:14:696 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:14:696 STACK[AI0] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:14:797 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:14:996 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:15:095 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:15:095 STACK[AI0] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:15:127 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:15:161 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:15:262 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:17:017 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:17:017 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:17:083 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.15 Politics02 = 0.37 Politics03 = 0.13 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.32 Politics00 = 0.00 TOTAL_SCORE = 71.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:17:450 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.49 Politics02 = 0.26 Politics03 = 0.10 Politics04 = 0.02 Politics05 = 0.00 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 61.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:17:516 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.06 Politics02 = 0.57 Politics03 = 0.18 Politics04 = 0.03 Politics05 = 0.09 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 119.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:17:618 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.02 Politics02 = 0.11 Politics03 = 0.30 Politics04 = 0.00 Politics05 = 0.32 Politics06 = 0.25 Politics00 = 0.00 TOTAL_SCORE = 59.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:17:700 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.06 Politics02 = 0.17 Politics03 = 0.22 Politics04 = 0.04 Politics05 = 0.41 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 54.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:17:817 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.10 Politics02 = 0.35 Politics03 = 0.24 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.31 Politics00 = 0.00 TOTAL_SCORE = 112.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:588 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:588 STACKDisposing Encounter 1742

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:588 STACKDisposing Encounter 1768

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:588 STACK[ChatMessage] RECV: l:/_turn/19 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:655 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000438, [Empire5]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:655 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:789 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:940 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:975 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:992 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:992 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:19:992 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:041 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:041 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:612 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:612 STACK[ChatMessage] RECV: l:/_turn/19 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:627 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:627 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:627 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:652 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:675 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:726 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000043B, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:842 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:842 STACK[AI0] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:20:992 STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:21:393 STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:21:427 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:21:449 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:21:494 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:21:494 STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 19)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:22:229 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:32:22:246 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:32:23:584 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:23:650 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:23:650 STACK[AI0] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:23:685 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000043D, Ticket: 00000483

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:23:685 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:23:782 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000043F, Ticket: 00000484

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:23:833 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000440, Ticket: 00000485

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:24:687 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:26:606 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000477, Ticket: 000004BC, [Empire2], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade2, ConstructionGameEntityGUID: 1809, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:26:682 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000478, Ticket: 000004BD, [Empire3], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment3, ConstructionGameEntityGUID: 1810, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:27:024 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000047F, Ticket: 000004C4, [Empire4], ConstructibleElementName: TechnologyDefinitionScienceAndExploration8, ConstructionGameEntityGUID: 1819, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:27:124 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000481, Ticket: 000004C6, [Empire5], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade4, ConstructionGameEntityGUID: 1822, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:27:241 STACK[Order] OrderColonizeWithDust::DepartmentOfTheInterior/OrderColonizeWithDust#00000483, Ticket: 000004C8, [Empire5], PlanetGUID: 130, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 1825, ColonizedStarsystemGUID: 1824, ColonizedPlanetGUID: 1826, PropagandaGUID: 1827, MoneyCost: 220.6001

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:27:241 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:27:241 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:27:241 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator220:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:27:458 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:30:332 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:30:549 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:30:633 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004BB, [Empire1], Entity index: 177

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:30:684 STACK[AI0] Sync took 6.0003432 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:30:684 STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 19)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:30:733 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004BD, [Empire4], Entity index: 117

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:30:800 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004BE, [Empire5], Entity index: 112

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:30:900 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004C0, [Empire19], Entity index: 997

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:30:967 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004C1, [Empire19], Entity index: 995

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:032 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004C2, [Empire19], Entity index: 994

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:292 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004C3, [Empire19], Entity index: 993

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:335 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004C4, [Empire19], Entity index: 991

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:385 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004C5, [Empire19], Entity index: 990

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:435 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004C6, [Empire19], Entity index: 988

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:485 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004C7, [Empire19], Entity index: 987

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:552 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004C8, [Empire19], Entity index: 986

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:572 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:32:31:602 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004C9, [Empire19], Entity index: 984

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:602 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:32:31:669 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004CA, [Empire19], Entity index: 980

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:719 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004CB, [Empire19], Entity index: 978

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:773 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004CC, [Empire19], Entity index: 974

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:803 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:31:819 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004CD, [Empire19], Entity index: 970

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:889 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004CE, [Empire19], Entity index: 968

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:939 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004CF, [Empire19], Entity index: 964

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:31:987 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004D0, [Empire19], Entity index: 962

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:32:037 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004D1, [Empire19], Entity index: 960

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:32:822 STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000004DF, Ticket: 00000509, [Empire5]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:34:014 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:34:026 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:34:193 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:34:410 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:34:497 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:34:497 STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 19)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:35:261 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:32:35:495 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:37:717 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:37:734 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:37:885 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:38:102 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:38:202 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:38:202 STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 19)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:38:871 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:32:39:116 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:41:294 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:41:310 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:41:478 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:41:661 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:41:812 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:41:812 STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 19)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:42:464 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:32:42:714 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:44:918 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:44:973 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:45:179 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:45:455 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:45:525 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:45:525 STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 19)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:46:347 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:32:46:696 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:32:50:668 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:50:735 STACK[AI0] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:50:768 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:50:768 STACK[AI0] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:50:851 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:51:034 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:51:135 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:51:135 STACK[AI0] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:51:207 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:51:207 STACKDefault camera renders active portrait layer (index: 1). Renderer will disable this layer!!!

    AnimatedPortraitRenderer:DisableDrawLayerOnMainCamera()
    AnimatedPortraitRenderer:InternalShow()
    AnimatedPortraitRenderer:OnShowPortrait(System.Reflection.ParameterInfo)
    AnimatedPortrait:Show()
    AnimatedPortraitDisplay:ShowPortrait()
    AnimatedPortraitDisplay:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SenatorBaseCard:ShowPoliticsPortrait()
    SenatorBaseCard:Refresh()
    CandidateCard:Refresh()
    ElectionBeforePanel:BindCandidateCard(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionBeforePanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    ElectionBeforePanel:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionModalWindow:ShowElectionPanel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:51:207 STACKDefault camera renders inactive portrait layer (index: 14). Renderer will disable this layer!!!

    AnimatedPortraitRenderer:DisableDrawLayerOnMainCamera()
    AnimatedPortraitRenderer:InternalShow()
    AnimatedPortraitRenderer:OnShowPortrait(System.Reflection.ParameterInfo)
    AnimatedPortrait:Show()
    AnimatedPortraitDisplay:ShowPortrait()
    AnimatedPortraitDisplay:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SenatorBaseCard:ShowPoliticsPortrait()
    SenatorBaseCard:Refresh()
    CandidateCard:Refresh()
    ElectionBeforePanel:BindCandidateCard(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionBeforePanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    ElectionBeforePanel:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionModalWindow:ShowElectionPanel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:55:317 STACK[Elect] Empire#0: Selected action 'ElectionActionNoneDictatorship' on 'Politics06'.

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    ElectionBeforePanel:OnNextStepCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:32:55:342 STACKOrderApplyElectionAction ElectionActionName: ElectionActionNoneDictatorship

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:55:365 STACK[rseed] 666

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:32:55:388 STACK[rseed] 1251

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:00:641 STACK[Election] CANDIDATES [0] Politics06 1 0 REP_VOTES

    Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:282 STACK[Elect] Empire#1: Using default action 'ElectionActionDefault'

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:283 STACK[Elect] Empire#1: Selected action 'ElectionActionDefault' on ''.

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:333 STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:370 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:370 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:370 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:370 STACK[rseed] 669

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:406 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:406 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:406 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:406 STACK[rseed] 1460

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:603 STACK[Election] CANDIDATES [0] Politics01 0.6428571 9 [1] Politics02 0.2857143 4 REP_VOTES Isso Politics01 Isso Politics01 Isso Politics01 Isso Politics01 Isso Politics01 Scorpius Politics01 Scorpius Politics01 Scorpius Politics01 Scorpius Politics01 Scorpius Politics06 Isso Politics02 Isso Politics02 Scorpius Politics02 Scorpius Politics02

    Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:734 STACK[Elect] Empire#2: Using default action 'ElectionActionDefault'

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:734 STACK[Elect] Empire#2: Selected action 'ElectionActionDefault' on ''.

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:800 STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:835 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:835 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:835 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:835 STACK[rseed] 672

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:870 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:870 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:870 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:03:870 STACK[rseed] 1548

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:051 STACK[Election] CANDIDATES [0] Politics03 0.3809524 8 [1] Politics02 0.3333333 7 [2] Politics05 0.2857143 6 REP_VOTES Staderus Politics02 Staderus Politics02 Staderus Politics02 Staderus Politics02 Staderus Politics02 Staderus Politics02 Grus Politics02 Staderus Politics05 Staderus Politics05 Staderus Politics05 Staderus Politics05 Staderus Politics05 Staderus Politics05 Staderus Politics03 Staderus Politics03 Staderus Politics03 Staderus Politics03 Staderus Politics03 Staderus Politics03 Grus Politics03 Grus Politics03

    Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:168 STACK[Elect] Empire#3: Using default action 'ElectionActionDefault'

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:168 STACK[Elect] Empire#3: Selected action 'ElectionActionDefault' on ''.

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:234 STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:267 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:268 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:268 STACK[rseed] 945

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:284 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:284 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:284 STACK[rseed] 1654

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:451 STACK[Election] CANDIDATES [0] Politics05 0.6190476 13 [1] Politics06 0.3809524 8 REP_VOTES Ship#945 Politics05 Ship#945 Politics05 Ship#945 Politics05 Ship#945 Politics05 Ship#1654 Politics05 Ship#1654 Politics05 Ship#1654 Politics05 Ship#1654 Politics05 Ship#1654 Politics05 Ship#1654 Politics05 Ship#1654 Politics05 Ship#1654 Politics05 Ship#1654 Politics05 Ship#945 Politics06 Ship#945 Politics06 Ship#945 Politics06 Ship#1654 Politics06 Ship#1654 Politics06 Ship#1654 Politics06 Ship#1654 Politics06 Ship#1654 Politics06

    Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:568 STACK[Elect] Empire#4: Using default action 'ElectionActionDefaultDictatorship'

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:568 STACK[Elect] Empire#4: Using default politics 'Politics05'

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:568 STACK[Elect] Empire#4: Selected action 'ElectionActionDefaultDictatorship' on 'Politics05'.

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:618 STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefaultDictatorship

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:652 STACK[rseed] 678

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:668 STACK[rseed] 1281

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:838 STACK[Election] CANDIDATES [0] Politics05 1 0 REP_VOTES

    Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:953 STACK[Elect] Empire#5: Using default action 'ElectionActionDefault'

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:04:953 STACK[Elect] Empire#5: Selected action 'ElectionActionDefault' on ''.

    Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
    Election+c__Iterator293:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:003 STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:039 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:040 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:040 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:040 STACK[rseed] 681

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:056 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:056 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:056 STACKElectionActionInfo is not correctly set.

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:056 STACK[rseed] 1339

    ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine:RunUntilIsFinished()
    Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
    Election+c__Iterator292:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Elections:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:220 STACK[Election] CANDIDATES [0] Politics02 0.4166667 5 [1] Politics03 0.4166667 5 REP_VOTES Rhea Politics03 Rhea Politics03 Rhea Politics03 Graffias Politics03 Graffias Politics03 Graffias Politics06 Graffias Politics06 Rhea Politics02 Rhea Politics02 Rhea Politics02 Rhea Politics02 Graffias Politics02

    Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:370 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:05:454 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:275 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:275 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:275 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:275 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:275 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:275 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:276 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:277 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:277 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:277 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:277 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:277 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:392 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:392 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:472 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.15 Politics02 = 0.37 Politics03 = 0.13 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.32 Politics00 = 0.00 TOTAL_SCORE = 71.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:849 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.49 Politics02 = 0.25 Politics03 = 0.10 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 59.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:07:926 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.06 Politics02 = 0.58 Politics03 = 0.17 Politics04 = 0.03 Politics05 = 0.09 Politics06 = 0.08 Politics00 = 0.00 TOTAL_SCORE = 126.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:08:026 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.02 Politics02 = 0.09 Politics03 = 0.31 Politics04 = 0.00 Politics05 = 0.32 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 58.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:08:115 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.06 Politics02 = 0.15 Politics03 = 0.21 Politics04 = 0.04 Politics05 = 0.40 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 52.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:08:278 STACKInfinite loop detected!

    DepartmentOfIndustry+c__Iterator1DE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:08:310 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.11 Politics02 = 0.31 Politics03 = 0.29 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.29 Politics00 = 0.00 TOTAL_SCORE = 127.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:182 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:182 STACK[ChatMessage] RECV: l:/_turn/20 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:265 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000051E, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:265 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:317 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000051F, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:317 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:666 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:816 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:849 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:880 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:880 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:880 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:932 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:10:932 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:294 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:294 STACK[ChatMessage] RECV: l:/_turn/20 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:308 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:308 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:308 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:334 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:351 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:418 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000524, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:518 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:568 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000527, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:668 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:735 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000052A, [Empire17], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:869 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:11:869 STACK[AI0] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:12:003 STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:12:507 STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:12:524 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:12:554 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:12:587 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:12:587 STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:13:557 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:13:591 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:15:195 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:15:278 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:15:278 STACK[AI0] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:15:311 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000052C, Ticket: 00000541

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:15:328 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:15:362 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000052D, Ticket: 00000542

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:15:420 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000052E, Ticket: 00000543

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:15:463 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000052F, Ticket: 00000544

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:16:047 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:18:733 STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#0000056A, Ticket: 0000057F, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:18:770 STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#0000056B, Ticket: 00000580, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:18:837 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000056C, Ticket: 00000581, [Empire1]: root.war.start.hostile Toward Empire#3 because IWantToDeclareWar,PersonalityCruelOrMilitarist,GoodMilitaryFeeling

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:18:887 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000056D, Ticket: 00000582, [Empire2], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade4, ConstructionGameEntityGUID: 1863, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:19:338 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000575, Ticket: 0000058A, [Empire3]: root.war.start.hostile Toward Empire#1 because IWantToDeclareWar,PersonalityCruelOrMilitarist,GoodMilitaryFeeling

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:19:638 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000057A, Ticket: 0000058F, [Empire5]: root.reserved Toward Empire#2 because WasHostile,WasFriendly

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:19:739 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:23:712 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:010 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:048 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005AF, [Empire1], Entity index: 192

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:120 STACK[AI0] Sync took 8.1014633 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:24:120 STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:24:340 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005B3, [Empire19], Entity index: 1122

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:435 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005B4, [Empire19], Entity index: 1121

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:492 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005B5, [Empire19], Entity index: 1120

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:565 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005B6, [Empire19], Entity index: 1118

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:639 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005B7, [Empire19], Entity index: 1114

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:710 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005B8, [Empire19], Entity index: 1097

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:781 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005B9, [Empire19], Entity index: 1095

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:821 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:24:861 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005BA, [Empire19], Entity index: 1093

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:24:861 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:24:941 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005BB, [Empire19], Entity index: 1091

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:25:026 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005BC, [Empire19], Entity index: 1090

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:25:106 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005BD, [Empire19], Entity index: 1089

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:25:148 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:25:205 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005BE, [Empire19], Entity index: 1087

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:25:271 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005BF, [Empire19], Entity index: 1085

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:25:353 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005C0, [Empire19], Entity index: 1083

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:25:837 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:26:016 STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000005C8, Ticket: 000005CB, [Empire3], system guid: 1708, contruction guid: 1867, resource name : EmpireMoney, buyout cost: 1017.051

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1CF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:26:016 STACKThe construction 1867 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1CF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:26:281 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:26:319 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:27:327 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:27:364 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:27:616 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:27:921 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:28:041 STACK[AI0] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:28:042 STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:28:839 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:29:041 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:31:254 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:31:293 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:31:530 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:31:814 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:31:932 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:31:932 STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:32:891 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:33:131 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:33:217 STACKBegin encounter simulation ignition 22257

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:33:496 STACKEnd encounter simulation ignition 22259

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:33:559 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:33:705 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:33:705 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:33:825 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:34:308 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:34:368 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:34:368 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:34:511 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:35:396 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:35:397 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:35:433 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:35:433 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:35:433 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:35:592 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:35:869 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:36:153 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:36:192 STACK[AI0] Sync took 0.8000458 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:36:192 STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:36:757 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:36:794 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:36:794 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:36:869 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:36:948 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:37:112 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:37:836 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:37:875 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:37:875 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:38:037 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:38:319 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:38:379 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:38:379 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:38:440 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:38:440 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:38:682 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:38:682 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:38:841 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:39:323 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:39:362 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:39:601 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:39:882 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:39:921 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:39:921 STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:40:598 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:40:803 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:43:001 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:43:038 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:43:266 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:43:538 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:43:612 STACK[AI0] Sync took 0.6010343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:43:612 STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:44:283 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:44:493 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:46:714 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:46:747 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:46:980 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:47:266 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:47:308 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:47:308 STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:48:233 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:48:441 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:50:652 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:50:687 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:50:914 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:51:197 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:51:243 STACK[AI0] Sync took 0.6010344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:51:244 STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:51:926 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:52:156 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:54:348 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:54:384 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:54:607 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:54:878 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:54:955 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:54:955 STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:55:649 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:55:844 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:58:063 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:58:095 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:58:305 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:58:550 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:33:58:659 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:58:659 STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:33:59:336 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:33:59:585 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:01:759 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:01:795 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:02:017 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:02:266 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:02:341 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:02:341 STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:03:271 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:03:509 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:04:519 STACKCaching reflection information for target class 'AgePrimitiveLineRadial, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

    AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeModifierItem:Init(System.Reflection.ParameterInfo)
    AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
    AgeModifierSet:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:Init()
    AgeTransform:InstantiateChild(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:ReserveChildren(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SkillTreeBasePanel:RefreshSkillTrees()
    SkillTreeBasePanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonyHeroSidePanel:OnInspectCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:34:04:519 STACKCaching reflection information for target class 'AgePrimitiveLineRadial, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

    AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
    AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
    AgeModifierItem:UpdateModifier()
    AgeModifierItem:StartAnimation()
    HeroSkillTreeItem:LateRefresh()
    SkillTreeBasePanel:LateRefreshSkillTree(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SkillTreeBasePanel:LateRefreshSkillTrees()
    SkillTreeBasePanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonyHeroSidePanel:OnInspectCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:34:04:519 STACKUnload material LavaPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:34:04:519 STACKUnload material AshPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:34:04:519 STACKUnload material VeldtPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:34:04:519 STACKUnload material ArcticPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:34:06:178 STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull04]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

19:34:06:178 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:06:197 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:06:401 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:06:637 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:06:735 STACK[AI0] Sync took 0.8000457 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:06:735 STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:07:408 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:07:612 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:09:822 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:09:861 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:10:110 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:10:386 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:10:425 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:10:425 STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:11:110 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:11:330 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:13:551 STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull04]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

19:34:13:551 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:13:616 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:13:909 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:14:308 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:14:308 STACK[AI0] Sync took 0.8000457 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:14:308 STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:14:342 STACKAudio bank B_Heroes has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    HeroInspectionModalWindow:Unbind()
    HeroInspectionModalWindow:OnEndHide()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:34:15:015 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:15:230 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:17:429 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:17:468 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:17:705 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:17:988 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:18:024 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:18:024 STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:18:916 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:19:124 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:21:329 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:21:367 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:21:603 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:21:904 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:21:923 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:21:923 STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:22:596 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:22:841 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:25:043 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:25:097 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:25:318 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:25:598 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:25:637 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:25:637 STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:26:309 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:26:511 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:28:720 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:28:755 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:28:991 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:29:269 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:29:313 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:29:314 STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:29:993 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:30:236 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:32:408 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:32:444 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:32:680 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:32:981 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:33:038 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:33:038 STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:33:949 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:34:174 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:36:371 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:36:410 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:36:646 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:36:926 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:36:966 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:36:966 STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:37:676 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:37:879 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:40:094 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:40:130 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:40:369 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:40:647 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:40:686 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:40:686 STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:41:359 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:41:601 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:43:769 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:43:809 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:44:074 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:44:385 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:44:479 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:44:479 STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:45:168 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:45:385 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:47:583 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:47:630 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:47:935 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:48:500 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:48:500 STACK[AI0] Sync took 0.9190526 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:48:500 STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:49:212 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:49:421 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:51:589 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:51:638 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:51:957 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:52:335 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:52:389 STACK[AI0] Sync took 0.8000457 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:52:389 STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:53:078 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:53:297 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:55:509 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:55:549 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:55:812 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:56:124 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:56:212 STACK[AI0] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:56:212 STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:56:889 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:34:57:102 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:59:323 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:34:59:365 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:59:618 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:34:59:919 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:00:003 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:00:003 STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:00:694 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:00:918 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:03:093 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:03:124 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:03:333 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:03:760 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:03:847 STACK[AI0] Sync took 0.717041 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:03:847 STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:04:511 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:04:724 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:06:920 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:06:953 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:07:163 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:07:411 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:07:516 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:07:516 STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:08:187 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:08:405 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:10:609 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:10:641 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:10:854 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:11:107 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:11:213 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:11:213 STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:11:924 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:12:138 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:14:334 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:14:369 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:14:582 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:14:834 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:14:906 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:14:906 STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:15:617 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:15:833 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:18:030 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:18:063 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:18:248 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:18:349 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:18:415 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:18:850 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:19:017 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:19:150 STACK[AI0] Sync took 1.1250644 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:19:150 STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:19:821 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:20:036 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:22:244 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:22:277 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:22:479 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:22:727 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:22:838 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:22:838 STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:23:528 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:23:747 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:25:936 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:25:971 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:26:156 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000608, [Empire0], ContextGUID: 0, ResourceName: Luxury3, Amount: -25

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:26:368 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:26:614 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:26:743 STACK[AI0] Sync took 0.8000457 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:26:743 STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:27:528 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:27:739 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:29:948 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:29:979 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:30:179 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:30:416 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:30:548 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:30:548 STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:31:433 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:31:651 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:33:881 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:33:911 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:34:107 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:34:309 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:34:370 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:34:370 STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:35:045 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:35:262 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:37:468 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:37:498 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:37:698 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:37:866 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:37:899 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:38:100 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:38:237 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:38:369 STACK[AI0] Sync took 0.9000514 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:38:369 STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:39:035 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:39:275 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:41:476 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:41:508 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:41:708 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:41:944 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:42:076 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:42:076 STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:42:744 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:42:981 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:43:078 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000060A, [Empire0], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:45:183 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:45:216 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:45:417 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:45:835 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:46:007 STACK[AI0] Sync took 0.8380479 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:46:007 STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:46:670 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:46:904 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:49:120 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:49:154 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:49:361 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:49:609 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:49:713 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:49:713 STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:50:405 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:50:597 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:52:824 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:52:859 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:53:067 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:53:315 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:53:420 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:53:420 STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:54:093 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:54:311 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:56:500 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:56:534 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:56:741 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:56:985 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:35:57:095 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:57:095 STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:35:57:792 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:35:58:008 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:00:223 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:00:255 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:00:464 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:00:945 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:01:012 STACK[AI0] Sync took 0.8070462 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:01:012 STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:01:710 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:01:923 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:04:104 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:04:137 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:04:346 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:04:595 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:04:732 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:04:732 STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:05:401 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:05:603 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:07:814 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:07:850 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:08:088 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:08:345 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:08:415 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:08:415 STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:09:096 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:09:331 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:11:531 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:11:566 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:11:797 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:12:070 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:12:109 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:12:109 STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:12:825 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:13:004 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:15:237 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:15:276 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:15:507 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:15:964 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:16:039 STACK[AI0] Sync took 0.805046 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:16:039 STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:16:702 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:16:972 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:19:135 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:19:171 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:19:394 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:19:677 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:19:717 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:19:717 STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:20:401 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:20:648 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:22:819 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:22:857 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:23:106 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:23:402 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:23:443 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:23:443 STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:24:107 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:24:318 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:26:512 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:26:549 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:26:798 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:27:094 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:27:135 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:27:135 STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:27:842 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:28:321 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:30:513 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:30:551 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:30:789 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:31:067 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:31:112 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:31:112 STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:31:785 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:32:028 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:34:235 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:34:275 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:34:512 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:34:792 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:34:911 STACK[AI0] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:34:911 STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:35:628 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:35:832 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:38:000 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:38:037 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:38:277 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:38:562 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:38:599 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:38:599 STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:39:312 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:39:515 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:41:730 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:41:769 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:41:998 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:42:287 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:42:305 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:42:305 STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:43:229 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:43:513 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:45:699 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:45:731 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:45:954 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:46:244 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:46:300 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:46:300 STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:46:988 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:47:211 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:49:416 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:49:432 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:49:683 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:49:981 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:50:018 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:50:018 STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:50:705 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:50:909 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:53:108 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:53:147 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:53:434 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:53:730 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:53:815 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:53:815 STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:54:485 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:54:716 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:56:919 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:56:960 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:57:206 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:57:329 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:57:370 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:57:614 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:57:859 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:36:57:904 STACK[AI0] Sync took 1.0000572 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:57:904 STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:36:58:828 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:36:59:097 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:01:279 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:01:318 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:01:567 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:01:861 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:02:004 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:02:004 STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:02:684 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:02:890 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:05:080 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:05:124 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:05:396 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:05:721 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:05:808 STACK[AI0] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:05:808 STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:06:479 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:06:709 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:08:872 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:08:908 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:09:138 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:09:407 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:09:488 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:09:488 STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:10:185 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:10:381 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:12:569 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:12:601 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:12:800 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:12:967 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:13:069 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:13:069 STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:14:004 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:14:239 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:16:427 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:16:444 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:16:594 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:16:778 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:16:930 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:16:930 STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:17:615 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:17:816 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:20:024 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:20:054 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:20:204 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:20:388 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:20:521 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:20:522 STACK[AI0] [MainState] Start decision number 64 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:21:210 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:21:442 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:23:615 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:23:646 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:23:796 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:23:980 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:24:117 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:24:117 STACK[AI0] [MainState] Start decision number 65 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:24:798 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:25:020 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:27:237 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:27:267 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:27:449 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:27:936 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:27:974 STACK[AI0] Sync took 0.7470428 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:27:974 STACK[AI0] [MainState] Start decision number 66 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:28:663 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:28:897 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:31:086 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:31:124 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:31:383 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:31:656 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:31:692 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:31:693 STACK[AI0] [MainState] Start decision number 67 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:32:359 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:32:564 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:34:777 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:34:812 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:35:049 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:35:409 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:35:489 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:35:489 STACK[AI0] [MainState] Start decision number 68 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:36:182 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:36:369 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:38:589 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:38:610 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:38:850 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:39:132 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:39:172 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:39:172 STACK[AI0] [MainState] Start decision number 69 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:40:103 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:40:309 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:42:530 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:42:569 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:42:812 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:43:096 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:43:221 STACK[AI0] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:43:222 STACK[AI0] [MainState] Start decision number 70 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:43:911 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:44:118 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:46:327 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:46:349 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:46:601 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:46:898 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:47:025 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:47:026 STACK[AI0] [MainState] Start decision number 71 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:47:716 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:47:916 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:50:112 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:50:146 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:50:329 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:50:595 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:50:698 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:50:698 STACK[AI0] [MainState] Start decision number 72 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:51:399 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:51:600 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:53:812 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:53:844 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:54:032 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:54:253 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:54:317 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:54:317 STACK[AI0] [MainState] Start decision number 73 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:55:225 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:55:445 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:57:647 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:57:681 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:57:883 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:58:137 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:37:58:232 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:58:232 STACK[AI0] [MainState] Start decision number 74 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:37:58:923 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:37:59:139 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:01:364 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:01:371 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:01:570 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:01:703 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:01:773 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:01:984 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:02:163 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:02:234 STACK[AI0] Sync took 0.9000515 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:02:234 STACK[AI0] [MainState] Start decision number 75 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:02:927 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:03:135 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:04:165 STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000612, [Empire0], context guid: 1251, contruction guid: 1878

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1D0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:05:336 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:05:368 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:05:574 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:05:837 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:05:935 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:05:935 STACK[AI0] [MainState] Start decision number 76 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:06:034 STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000614, [Empire0], context guid: 1251, contruction guid: 1880

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1D0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:06:869 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:07:037 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:08:107 STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000616, [Empire0], context guid: 1251, contruction guid: 1882

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1D0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:09:246 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:09:281 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:09:495 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:09:770 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:09:835 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:09:835 STACK[AI0] [MainState] Start decision number 77 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:10:536 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:10:755 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:12:930 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:12:964 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:13:189 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:13:455 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:13:551 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:13:551 STACK[AI0] [MainState] Start decision number 78 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:14:250 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:14:434 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:16:658 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:16:708 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:16:910 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:17:165 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:17:236 STACK[AI0] Sync took 0.6010344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:17:237 STACK[AI0] [MainState] Start decision number 79 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:17:956 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:18:157 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:20:354 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:20:383 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:20:570 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:21:009 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:21:109 STACK[AI0] Sync took 0.7610435 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:21:109 STACK[AI0] [MainState] Start decision number 80 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:21:806 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:22:007 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:24:214 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:24:246 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:24:448 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:24:681 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:24:816 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:24:816 STACK[AI0] [MainState] Start decision number 81 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:25:516 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:25:718 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:27:896 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:27:920 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:28:063 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:28:227 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:28:298 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:28:298 STACK[AI0] [MainState] Start decision number 82 (state: Main, turn: 20)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:28:992 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:29:192 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:30:062 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:112 STACK[AI0] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:313 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:30:363 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:363 STACK[AI0] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:448 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:596 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:663 STACKDisposing ServerEncounter 1875

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:663 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:663 STACK[AI0] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:686 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:713 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:30:779 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:32:504 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:32:504 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:32:568 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.15 Politics02 = 0.38 Politics03 = 0.13 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.31 Politics00 = 0.00 TOTAL_SCORE = 72.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:32:902 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.47 Politics02 = 0.27 Politics03 = 0.09 Politics04 = 0.02 Politics05 = 0.00 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 67.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:32:952 STACKInfinite loop detected!

    DepartmentOfIndustry+c__Iterator1DE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:32:968 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.04 Politics02 = 0.59 Politics03 = 0.18 Politics04 = 0.03 Politics05 = 0.10 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 140.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:33:068 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.02 Politics02 = 0.08 Politics03 = 0.32 Politics04 = 0.00 Politics05 = 0.32 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 65.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:33:126 STACKInfinite loop detected!

    DepartmentOfIndustry+c__Iterator1DE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:33:152 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.05 Politics02 = 0.14 Politics03 = 0.21 Politics04 = 0.03 Politics05 = 0.45 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 58.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:33:304 STACKInfinite loop detected!

    DepartmentOfIndustry+c__Iterator1DE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:33:318 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.11 Politics02 = 0.29 Politics03 = 0.30 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.29 Politics00 = 0.00 TOTAL_SCORE = 126.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:142 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:142 STACK[ChatMessage] RECV: l:/_turn/21 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:206 STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000618, [Empire1], ColonizedStarSystemGUID: 1456, StarSystemState: Colony

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:309 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000061A, [Empire5]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:309 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:357 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000061B, [Empire5]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:357 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:594 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:745 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:775 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:792 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:792 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:792 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:842 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:35:842 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:446 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:446 STACK[ChatMessage] RECV: l:/_turn/21 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:454 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:455 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:455 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:477 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:510 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:560 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000620, [Empire6], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:661 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:712 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000623, [Empire8], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:811 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:862 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000626, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:36:962 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:37:011 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000629, [Empire14], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:37:112 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:37:162 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000062C, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:37:278 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:37:278 STACK[AI0] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:37:396 STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:37:900 STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:37:930 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:37:965 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:37:998 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:37:998 STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:37:998 STACK[AI0] TaskFailed Front Attack system/ 182

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:38:768 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:38:768 STACK[AI0] Unassign fleet 1783/182 from TF

    Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
    Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation()
    Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:38:808 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:38:808 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:41:539 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:41:656 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:41:656 STACK[AI0] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:41:695 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000062E, Ticket: 0000060A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:41:695 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:41:774 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000062F, Ticket: 0000060B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:41:861 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000630, Ticket: 0000060C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:41:915 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:41:936 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000631, Ticket: 0000060D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:42:013 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000632, Ticket: 0000060E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:47:012 STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000673, Ticket: 0000064F, [Empire1], system guid: 1460, contruction guid: 1807, resource name : EmpireMoney, buyout cost: 705.0861

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1CF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:47:012 STACKThe construction 1807 is already at the index 0.

    ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1CF:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:47:083 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000674, Ticket: 00000650, [Empire1], ConstructibleElementName: TechnologyDefinitionScienceAndExploration5, ConstructionGameEntityGUID: 1907, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:47:224 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000676, Ticket: 00000652, [Empire2], ConstructibleElementName: TechnologyDefinitionUnique5Sophons, ConstructionGameEntityGUID: 1910, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:47:294 STACK[Order] OrderCreateRecipe::DepartmentOfTheTreasury/OrderCreateRecipe#00000677, Ticket: 00000653, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator245:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:47:434 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000679, Ticket: 00000655, [Empire3], ConstructibleElementName: TechnologyDefinitionMilitary13, ConstructionGameEntityGUID: 1914, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:47:575 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000067B, Ticket: 00000657, [Empire5], ConstructibleElementName: TechnologyDefinitionMilitary12, ConstructionGameEntityGUID: 1917, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:47:997 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:48:032 STACK[Empire 1] OrderEntityAction preprocessing failed because MoveToFleetActionDefinition cannot be executed with given parameters.

    DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:48:032 STACKGoToFleetAction #205: MoveTo order failed.

    GoToFleetAction:OnMoveToOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:48:325 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    ColonizedStarSystem:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

19:38:48:325 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

19:38:48:447 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

19:38:48:447 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

19:38:49:441 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:52:732 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:52:753 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:52:934 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:52:934 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:001 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006BC, [Empire1], Entity index: 206

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:020 STACK[AI0] Sync took 11.1386371 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:53:020 STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:53:084 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006BE, [Empire2], Entity index: 67

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:135 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006BF, [Empire4], Entity index: 125

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:168 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C0, [Empire5], Entity index: 131

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:274 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C2, [Empire19], Entity index: 1245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:319 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C3, [Empire19], Entity index: 1243

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:371 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C4, [Empire19], Entity index: 1242

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:455 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C5, [Empire19], Entity index: 1238

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:477 STACK[AI0] Unassign fleet 1783/0 from TF

    Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
    Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute()
    Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:53:501 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C6, [Empire19], Entity index: 1235

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:546 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C7, [Empire19], Entity index: 1231

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:588 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C8, [Empire19], Entity index: 1230

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:628 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C9, [Empire19], Entity index: 1228

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:667 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CA, [Empire19], Entity index: 1226

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:706 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CB, [Empire19], Entity index: 1225

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:761 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CC, [Empire19], Entity index: 1224

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:794 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CD, [Empire19], Entity index: 1222

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:794 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:53:820 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:53:846 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CE, [Empire19], Entity index: 1220

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:899 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006CF, [Empire19], Entity index: 1217

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:53:951 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006D0, [Empire19], Entity index: 1216

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:54:005 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006D1, [Empire19], Entity index: 1213

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:54:058 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006D2, [Empire19], Entity index: 1210

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:54:122 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006D3, [Empire19], Entity index: 1207

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:54:122 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:54:188 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006D4, [Empire19], Entity index: 1201

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:54:555 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000006DB, Ticket: 0000069E, [Empire1]: root.reserved Toward Empire#5 because EmpireMet

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:54:638 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000006DD, Ticket: 000006A0, [Empire2]: root.reserved Toward Empire#0 because EmpireMet

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:55:106 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000006E7, Ticket: 000006AA, [Empire5]: root.reserved Toward Empire#1 because EmpireMet

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:56:309 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:56:326 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:56:476 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:56:660 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:56:710 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:56:711 STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:57:613 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:38:57:813 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:38:58:047 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000702, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:58:215 STACKBegin encounter simulation ignition 31059

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:58:504 STACKEnd encounter simulation ignition 31061

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:58:548 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:58:649 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:58:649 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:58:716 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:58:982 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:58:999 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:58:999 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:59:099 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:59:484 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000070F, [Empire0], Entity index: 115

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:59:584 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:59:617 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:59:617 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:59:700 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:59:817 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:59:834 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:59:834 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:38:59:935 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:085 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:102 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:102 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:102 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:00:136 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:151 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:151 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:285 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:285 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:368 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:486 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:636 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:00:804 STACK[AI0] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:00:804 STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:00:804 STACK[AI0] Cancel Fleet mission without fleet Find all nodes in constellation 81

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Explore:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:00:804 STACK[AI0] TaskFailed Find all nodes in constellation/ 81

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:01:020 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:01:138 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:01:154 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:01:505 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:01:706 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:03:412 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    ColonizedStarSystem:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

19:39:03:914 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:03:928 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:04:079 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:04:279 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:04:419 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:04:419 STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:05:115 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:05:368 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000728, Ticket: 000006E8, [Empire4]: root.reserved Toward Empire#3 because EmpireMet

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:05:420 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:05:919 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000729, Ticket: 000006E9, [Empire0], ShipGUIDs: 1778 , Position: NodeIndex:71, FleetGUID: 1921

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:05:919 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:06:803 STACK[Order] OrderMergeFleets::DepartmentOfDefense/OrderMergeFleets#0000072A, Ticket: 000006EA, [Empire0], DestinationFleet: 1706, FleetsGUID: 1706,1921

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator17C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:06:819 STACKTrying to refresh a GarrisonPanel with a null Garrison.

    GarrisonPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:39:07:604 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:07:638 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:07:788 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:07:955 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:08:109 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:08:109 STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:08:808 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:09:008 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:09:125 STACKBegin encounter simulation ignition 31508

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:09:413 STACKEnd encounter simulation ignition 31510

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:09:443 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:09:561 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:09:561 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:09:626 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:09:927 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:09:960 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:09:960 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:10:064 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:10:629 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:10:663 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:10:663 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:10:779 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:11:213 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:11:247 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:11:381 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:11:414 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:11:414 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:11:514 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:11:681 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:11:882 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:018 STACK[AI0] Sync took 0.8000458 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:12:018 STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:12:334 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:349 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:349 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:467 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:684 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:700 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:700 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:733 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:12:754 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:754 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:918 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:918 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:12:918 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:13:035 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:15:107 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:15:123 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:15:274 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:15:458 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:15:608 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:15:608 STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:16:344 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:16:510 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:18:715 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:18:738 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:18:882 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:19:066 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:19:216 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:19:217 STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:19:935 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:20:121 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:22:335 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:22:366 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:22:590 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:22:969 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:22:969 STACK[AI0] Sync took 0.6010344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:22:969 STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:24:008 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:24:198 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:26:407 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:26:476 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:26:905 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:27:374 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:27:439 STACK[AI0] Sync took 1.0000572 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:27:439 STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:28:140 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:28:407 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:30:138 STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:30:138 STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:30:206 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000754, [Empire0], ConstructibleElementName: TechnologyDefinitionUnique4Cravers, ConstructionGameEntityGUID: 1801, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:30:346 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:30:414 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:30:834 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:31:308 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:31:369 STACK[AI0] Sync took 1.0010573 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:31:369 STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 21)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:32:048 STACK[AI0] The AI want to go to war but the war term is not available between empire 3 and empire 4.

    Amplitude.AI.Core.Brain.Generators.Front.WarFirstStrikeGenerator+d__7:MoveNext()
    Amplitude.AI.Core.Decision.ContextBasedGenerator`4[TContext,TParentMessage,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:32:219 STACK[AI0] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:33:388 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:33:453 STACK[AI0] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:33:621 STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:33:691 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:33:691 STACK[AI0] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:33:786 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:33:987 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:34:087 STACKDisposing ServerEncounter 1906

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:34:087 STACKDisposing ServerEncounter 1920

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:34:087 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:34:087 STACK[AI0] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:34:120 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:34:154 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:34:257 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:36:810 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:36:810 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:36:810 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:36:810 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:36:878 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.15 Politics02 = 0.34 Politics03 = 0.15 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.32 Politics00 = 0.00 TOTAL_SCORE = 72.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:36:878 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:36:878 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:36:960 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000756, Ticket: 00000713

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:144 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.46 Politics02 = 0.21 Politics03 = 0.15 Politics04 = 0.02 Politics05 = 0.00 Politics06 = 0.16 Politics00 = 0.00 TOTAL_SCORE = 82.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:145 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:145 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:170 STACKInfinite loop detected!

    DepartmentOfIndustry+c__Iterator1DE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:194 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.04 Politics02 = 0.58 Politics03 = 0.18 Politics04 = 0.03 Politics05 = 0.11 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 142.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:312 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.03 Politics02 = 0.07 Politics03 = 0.31 Politics04 = 0.00 Politics05 = 0.33 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 64.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:312 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:312 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:376 STACKInfinite loop detected!

    DepartmentOfIndustry+c__Iterator1DE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:395 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.05 Politics02 = 0.13 Politics03 = 0.25 Politics04 = 0.05 Politics05 = 0.42 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 64.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:395 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:395 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:37:696 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.10 Politics02 = 0.27 Politics03 = 0.31 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.31 Politics00 = 0.00 TOTAL_SCORE = 135.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:39:702 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:39:702 STACKDisposing Encounter 1875

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:39:702 STACK[ChatMessage] RECV: l:/_turn/22 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:39:767 STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000757, [Empire1], ColonizedStarSystemGUID: 1681, StarSystemState: Colony

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:39:852 STACK[Empire 1] OrderSendAutomatedShip preprocessor failed: Kyris (ColonizedStarSystem#1681) has no OutpostMigrationFlux

    DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:39:871 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000759, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:39:871 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:40:156 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:40:303 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:40:337 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:40:354 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:40:354 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:40:354 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:40:404 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:40:404 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:029 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:029 STACK[ChatMessage] RECV: l:/_turn/22 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:038 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:038 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:038 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:071 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:205 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:205 STACK[AI0] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:305 STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:41:790 STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:41:806 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:841 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:41:890 STACK[AI0] Sync took 0.6020344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:41:891 STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:44:230 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:44:321 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:44:321 STACK[AI0] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:44:321 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:44:354 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000075C, Ticket: 00000714

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:44:446 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000075D, Ticket: 00000715

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:45:211 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:49:578 STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#000007A0, Ticket: 00000758, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfCommerce+c__Iterator15C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:50:191 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000007A8, Ticket: 00000760, [Empire4], ShipGUIDs: 1796 , Position: NodeIndex:59, FleetGUID: 1937

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:50:191 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:50:389 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:54:928 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:55:286 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:55:407 STACK[AI0] Sync took 10.2005834 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:55:407 STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:55:486 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007E6, [Empire2], Entity index: 69

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:55:726 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007E9, [Empire3], Entity index: 78

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:55:801 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007EA, [Empire4], Entity index: 132

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:55:884 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007EB, [Empire5], Entity index: 144

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:56:042 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007ED, [Empire19], Entity index: 1393

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:56:132 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007EE, [Empire19], Entity index: 1391

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:56:412 STACK[AI0] Unassign fleet 1783/406 from TF

    Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
    Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation()
    Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources()
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:39:56:428 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007EF, [Empire19], Entity index: 1379

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:56:496 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007F0, [Empire19], Entity index: 1378

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:56:575 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007F1, [Empire19], Entity index: 1376

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:56:654 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007F2, [Empire19], Entity index: 1375

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:56:732 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007F3, [Empire19], Entity index: 1374

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:56:732 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:56:810 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007F4, [Empire19], Entity index: 1371

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:56:896 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007F5, [Empire19], Entity index: 1369

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:56:981 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007F6, [Empire19], Entity index: 1365

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:056 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007F7, [Empire19], Entity index: 1363

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:170 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007F8, [Empire19], Entity index: 1361

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:218 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007F9, [Empire19], Entity index: 1360

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:300 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007FA, [Empire19], Entity index: 1357

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:375 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007FB, [Empire19], Entity index: 1356

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:459 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007FC, [Empire19], Entity index: 1353

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:537 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007FD, [Empire19], Entity index: 1351

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:616 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007FE, [Empire19], Entity index: 1348

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:700 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000007FF, [Empire19], Entity index: 1347

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:796 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000800, [Empire19], Entity index: 1346

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:867 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000801, [Empire19], Entity index: 1345

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:57:946 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000802, [Empire19], Entity index: 1344

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:58:934 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:59:137 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:59:300 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:59:500 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:39:59:617 STACK[AI0] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:39:59:617 STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:00:218 STACK[AI0] Unassign fleet 1783/0 from TF

    Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign()
    Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute()
    Amplitude.AI.Core.Intelligence.IntelligenceJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:40:00:814 STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:03:019 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:03:052 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:03:248 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:03:481 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:03:615 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:03:615 STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:04:507 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:06:726 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:06:810 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:06:957 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:07:150 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:07:234 STACK[AI0] Sync took 0.5160295 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:07:234 STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:08:337 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:10:543 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:10:576 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:10:711 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:10:894 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:11:044 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:11:045 STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:11:363 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000838, Ticket: 000007D1

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:12:149 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:14:391 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:14:457 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:14:862 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:15:397 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:15:397 STACK[AI0] Sync took 1.0070576 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:15:397 STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:16:369 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:18:606 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:18:685 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:19:099 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:19:597 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:19:598 STACK[AI0] Sync took 1.0070576 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:19:598 STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:20:616 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:20:769 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000083B, [Empire0], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade5, ConstructionGameEntityGUID: 1941, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:22:911 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:22:921 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:23:314 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:23:845 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:23:845 STACK[AI0] Sync took 1.0050575 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:23:845 STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:25:160 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:27:394 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:27:455 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:27:856 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:28:319 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:28:394 STACK[AI0] Sync took 1.0030574 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:28:395 STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:28:457 STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#0000083C, [Empire0], ConstructionGameEntityGUID: 1801

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator200:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:29:372 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:31:563 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:31:596 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:31:797 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:32:032 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:32:164 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:32:164 STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:33:067 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:35:239 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:35:273 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:35:474 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:35:707 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:35:741 STACK[AI0] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:35:741 STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:36:743 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:38:965 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:38:998 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:39:203 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:39:433 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:39:565 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:39:566 STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:40:698 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:42:903 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:42:931 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:43:124 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:43:297 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:43:425 STACK[AI0] Sync took 0.5010286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:43:425 STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:44:328 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:46:521 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:46:556 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:46:770 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:47:018 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:47:120 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:47:120 STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:48:020 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:50:249 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:50:268 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:50:498 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:50:769 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:50:807 STACK[AI0] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:50:807 STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:51:737 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:53:943 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:53:962 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:54:197 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:54:472 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:54:516 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:54:516 STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:55:646 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:57:831 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:57:866 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:58:102 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:58:376 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:40:58:445 STACK[AI0] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:58:445 STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:40:59:433 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:41:01:623 STACK[AI0] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:41:01:642 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:41:01:770 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:41:01:903 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:41:02:021 STACK[AI0] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:41:02:054 STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 22)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:41:02:923 STACK[AI0] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:41:03:058 STACKGameClientState_DisconnectedFromServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_DisconnectedFromServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:41:03:058 STACKGameClientState_DisconnectedFromServer state=DisconnectedFromServer,reason=ClientLeft,errcode=0

    GameClientState_DisconnectedFromServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:41:03:084 STACKGameClientState_Release

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Release:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:41:03:084 STACKAudio bank B_Base has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState_Release:PlayAudioFeedback()
    GameClientState_Release:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:41:04:766 STACKSteamGameServer is null. Forcing shutdown anyway...

    GameServer:Disconnect()
    GameServer:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:766 STACK[IEndTurnService] RegisterCanExecuteValidator | Unregistered Method 'GameClient.CanExecuteEndTurn'.

    GameManager:UnregisterCanExecuteValidator(System.Reflection.ParameterInfo)
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:766 STACKThe game interface (GameClient) has recieved the game change notification: 'Releasing'.

    GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKUnloading game; destroying the world view technique...

    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKReleasing the current world view technique...

    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn technique Default, unloading ancillaries.

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary QuadRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKUnbinding service [IQuadRendererService] with context [GalaxyScanView]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    QuadRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary PlanetoidRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKUnbinding service [IPlanetoidRendererService] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    PlanetoidRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary FIDSIRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKUnbinding service [IFIDSIRendererService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    FIDSIRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary TradeRouteRenderer

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary GuiSelectedGarrisonsRepository

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary QuadRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKUnbinding service [IQuadRendererService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    QuadRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary AtlasManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary VisibleGalaxyHangarRepository

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary VisibleGalaxyFleetRepository

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary VisibleDockingSlotRepository

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary RenderStatisticsService

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:767 STACKIn Technique Default, unloading ancillary GalaxyPositioning

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary PathRenderer

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary LayerDependantMouseKeyController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary PrimitiveMaskComputer

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKUnbinding service [IPrimitiveMaskFilterService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PrimitiveMaskComputer:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary GalaxyLayerController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary GalaxyEntityCulling

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary GalaxyEntityMapping

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary GalaxyEntityFactory

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary PastEncounterRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary EncodedMeshInTextureManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary DashRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary ProbeLaunchingRenderer

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKIn Technique Default, unloading ancillary PlanetoidRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKUnload material ArcticPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:768 STACKUnload material LavaPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKUnload material AshPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKUnload material VeldtPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKUnload material SwampPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKUnload material BorealPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKUnload material GasIcePlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKUnload material AridPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKUnload material HomeWorldCraversPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKUnload material OceanPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKUnload material IcePlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:Unload()
    PlanetoidRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKUnbinding service [IPlanetoidRendererService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    PlanetoidRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKIn Technique Default, unloading ancillary FOWRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKIn Technique Default, unloading ancillary DiskRendererManagerDispatcher

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKIn Technique Default, unloading ancillary DiskRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKIn Technique Default, unloading ancillary DiskRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKIn Technique Default, unloading ancillary CurvedLineRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKIn Technique Default, unloading ancillary LineRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:769 STACKIn Technique Default, unloading ancillary CircleRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKUnbinding service [ICircleRendererService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKIn Technique Default, unloading ancillary InstancingRenderer

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKUnbinding service [IInstancingRendererService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    InstancingRenderer:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKIn Technique Default, ancillaries unloaded.

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKIn HxTechnique(Clone) disabling global shader keyword INGAME_RENDERER (pop)

    GalaxyViewTechnique:PopShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PopInsideShaderKeyword()
    GalaxyViewTechnique:Unload()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKIn HxTechnique(Clone) enabling default global shader keyword DEFAULT_RENDERER (pop)

    GalaxyViewTechnique:PopShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PopInsideShaderKeyword()
    GalaxyViewTechnique:Unload()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKReleasing Technique Default

    GalaxyViewTechnique:Release()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKTechnique Default released

    GalaxyViewTechnique:Release()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKUnbinding service [ScanViewBattleRenderer] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    ScanViewBattleRenderer:Unload()
    ExternalViewRenderer:UnloadGalaxyViewTechniqueAncillary()
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    ExternalViewRenderer:UnloadFxSystem()
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACK[HxFxSystemComponentTextureAtlasManager] unassigning texture mapping CP to global name [_AtlasTexCoords].

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    ExternalViewRenderer:UnloadFxSystem()
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACK[HxFxSystemComponentTextureAtlasManager] unassigning atlas [Atlas_DecalFx] (2048x1024) from Tag [DecalFx] to global name [_DecalAtlas].

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:Unload(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    ExternalViewRenderer:UnloadFxSystem()
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKUnbinding service [ILodService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Unload()
    HxFxSystemComponentLodManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    ExternalViewRenderer:UnloadFxSystem()
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKUnbinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKUnloading game; destroying all...

    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACKReleasing my game...

    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:770 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:771 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:772 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:773 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    LesserEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    LesserEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:774 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    LesserEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:775 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    LesserEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:775 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:775 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:775 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:775 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:775 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'GuiNotificationManager.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    GuiNotificationManager:UnbindServices(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:775 STACKThe game interface (GameClient) has recieved the game change notification: 'Released'.

    GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:775 STACKRuntimeState_OutGame.Begin()

    RuntimeState:Begin(System.Reflection.ParameterInfo)
    RuntimeState_OutGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:04:775 STACKLoading the outgame view...

    OutGameView+c__Iterator4F7:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    OutGameView:LoadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:41:04:775 STACKRelease AI modules.

    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACK[AI0] Wait for ai module 'OpBot' releasing ...

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACK[AI0] AI module 'OpBot' released.

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACK[AI0] Wait for ai module 'Communication' releasing ...

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACK[AI0] AI module 'Communication' released.

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACK[AI0] Wait for ai module 'Debug' releasing ...

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACK[AI0] AI module 'Debug' released.

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACK[AI0] Wait for ai module 'Diagnostics' releasing ...

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACK[AI0] AI module 'Diagnostics' released.

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACKAI modules released

    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACKAI modules disposed

    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACKAI app domain unloaded

    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACKAI0 has been correctly released

    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:41:04:775 STACK[AI0] Releasing of AIScheduler

    Amplitude.AI.Core.AIScheduler:ReleaseAsync()

19:41:04:775 STACK[AI0] AIScheduler Released

    Amplitude.AI.Core.AIScheduler:ReleaseAsync()

19:41:05:105 STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()

19:41:05:105 STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()

19:41:05:105 STACKInitializing GalaxyViewTechniqueLoaderComponent technique...

    GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:Start()

19:41:05:105 STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:Start()

19:41:05:528 STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Load()
    LodServiceImplementation:.ctor(System.Reflection.ParameterInfo)
    HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    Amplitude.Unity.Graphics.HxFxSystemManager:Start()

19:41:05:528 STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    Amplitude.Unity.Graphics.HxFxSystemManager:Start()

19:41:05:545 STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager+c__Iterator4AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:05:545 STACKBinding service [ICircleRendererService] with context [Battle] with an instance of type [CircleRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager+c__Iterator493:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:05:545 STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:05:545 STACKLoading the GalaxyViewTechniqueLoaderComponent technique...

    GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:05:545 STACKIn Technique Battle, Load

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:05:545 STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:05:545 STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0.0010001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:05:545 STACKIn Technique Battle, load rendering technique ancillaries CircleRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:05:545 STACKIn Technique Battle, the ancillary service 'CircleRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:05:545 STACKIn HxTechnique - Outgame CraversGamescom(Clone) disabling default global shader keyword DEFAULT_RENDERER (push)

    GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PushInsideShaderKeyword()
    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:08:826 STACKRuntimeState_Lobby.Begin()

    RuntimeState:Begin(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:826 STACKThe session has been created; opening the session in 'Single' mode (default)...

    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:826 STACKOnSessionChange: Opening.

    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:826 STACKThe session has been opened.

    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:826 STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 0

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:826 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer is null.

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Opened').

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/sbs/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/_turn/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/_turn/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/sessionname/Stoka's game (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/allowcustomfactions/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ILobbySlotProvider] RefreshLobbySlotCount(6)

    Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnNumberOfSlotsChanged(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/metaplotprobability/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:827 STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:828 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/score/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/military/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/supremacy/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/conquest/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/science/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/economy/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/wonder/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/tutorialmode/Expert (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/galaxyshape/Spiral2 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/galaxydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:829 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ILobbySlotProvider] RefreshLobbySlotCount(6)

    Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionSophons","Color":0,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:AttributeSlotToUser(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACKOnSessionChange: Opened.

    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/runtimehash/6856F17E9CFE73C3EC91885CAD2F66BA (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Created').

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:830 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:831 STACK[ChatMessage] RECV: l:/sbs/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:08:831 STACKSessionState_Opened

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_Opened:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:41:08:963 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:08:963 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:08:963 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:08:963 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:08:963 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:08:963 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:21:208 STACKRuntimeState_OutGame.Begin()

    RuntimeState:Begin(System.Reflection.ParameterInfo)
    RuntimeState_OutGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:637 STACKRuntimeState_Lobby.Begin()

    RuntimeState:Begin(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACKThe session has been created; opening the session in 'Single' mode (default)...

    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACKOnSessionChange: Opening.

    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACKThe session has been opened.

    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 0

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer is null.

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Opened').

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[ChatMessage] RECV: l:/sbs/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[ChatMessage] RECV: l:/_turn/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[ChatMessage] RECV: l:/_turn/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[ChatMessage] RECV: l:/sessionname/Stoka's game (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[ChatMessage] RECV: l:/allowcustomfactions/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[ILobbySlotProvider] RefreshLobbySlotCount(6)

    Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnNumberOfSlotsChanged(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:638 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/metaplotprobability/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:639 STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/score/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/military/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/supremacy/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/conquest/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/science/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/economy/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/wonder/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/tutorialmode/Expert (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/galaxyshape/Spiral2 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:640 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/galaxydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:641 STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:642 STACK[ILobbySlotProvider] RefreshLobbySlotCount(6)

    Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:642 STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionSophons","Color":0,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:AttributeSlotToUser(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:642 STACKOnSessionChange: Opened.

    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:642 STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:642 STACK[ChatMessage] RECV: l:/runtimehash/6856F17E9CFE73C3EC91885CAD2F66BA (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:642 STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:642 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Created').

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:642 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:642 STACK[ChatMessage] RECV: l:/sbs/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:41:25:642 STACKSessionState_Opened

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_Opened:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:41:25:677 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:25:677 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:25:677 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:25:677 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:25:677 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:25:677 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:28:064 STACK[ChatMessage] RECV: l:/tutorialmode/Expert (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TutorialSelectionModalWindow:Validate()
    TutorialSelectionModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:28:064 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    TutorialSelectionModalWindow:Validate()
    TutorialSelectionModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:28:064 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    TutorialSelectionModalWindow:Validate()
    TutorialSelectionModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:28:065 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    TutorialSelectionModalWindow:Validate()
    TutorialSelectionModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:28:065 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    TutorialSelectionModalWindow:Validate()
    TutorialSelectionModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:28:065 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    TutorialSelectionModalWindow:Validate()
    TutorialSelectionModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:28:065 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    TutorialSelectionModalWindow:Validate()
    TutorialSelectionModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:35:636 STACK[ChatMessage] RECV: q:/faction/0/FactionTerrans (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FactionChoiceModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:35:636 STACK[ChatMessage] RECV: u:/0/2/{{"Index":0,"Revision":2,"Assignation":0,"Faction":"FactionTerrans","Color":0,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FactionChoiceModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:35:671 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:35:671 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:35:671 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:35:671 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:35:671 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:35:671 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:39:749 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingDropListItem:OnDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:39:750 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingDropListItem:OnDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:39:750 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingDropListItem:OnDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:39:750 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingDropListItem:OnDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:39:750 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingDropListItem:OnDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:39:750 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingDropListItem:OnDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:39:750 STACK[ChatMessage] RECV: l:/galaxyshape/Ring (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingDropListItem:OnDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:53:033 STACK[ChatMessage] RECV: q:/color/0/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeColor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnEmpireColorDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:53:033 STACK[ChatMessage] RECV: u:/0/3/{{"Index":0,"Revision":3,"Assignation":0,"Faction":"FactionTerrans","Color":6,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryChangeColor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeColor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnEmpireColorDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:53:066 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:53:066 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:53:066 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:53:066 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:53:066 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:53:066 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:55:703 STACK[ChatMessage] RECV: q:/color/0/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeColor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnEmpireColorDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:55:703 STACK[ChatMessage] RECV: u:/0/4/{{"Index":0,"Revision":4,"Assignation":0,"Faction":"FactionTerrans","Color":1,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryChangeColor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeColor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnEmpireColorDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:55:703 STACK[ChatMessage] RECV: u:/1/1/{{"Index":1,"Revision":1,"Assignation":1,"Faction":"FactionCravers","Color":6,"IsLocked":false,"TeamIndex":1,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":0,"ReservedSteamID":0}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryChangeColor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeColor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnEmpireColorDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:41:55:723 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:55:723 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:55:723 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:55:723 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:55:723 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:41:55:723 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:04:996 STACKSessionState_OpenedAndReady

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:04:996 STACK[ChatMessage] RECV: q:/ready/0/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:04:996 STACK[ChatMessage] RECV: u:/0/5/{{"Index":0,"Revision":5,"Assignation":0,"Faction":"FactionTerrans","Color":1,"IsLocked":false,"TeamIndex":0,"IsReady":true,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryReadySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:030 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:05:030 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:05:030 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:05:030 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:05:030 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:05:030 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:05:030 STACKSessionState_OpenedAndCounting

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndCounting:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:054 STACKSessionState_OpenedAndLaunching

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:054 STACK[ChatMessage] RECV: q:/ready/0/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:054 STACK[ChatMessage] RECV: r:/0x01100001050abc3b/q:/ready/0/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:054 STACKLaunchAsync()

    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:079 STACKLaunching the game server...

    Session:IGameServerLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:079 STACKGameServerState_InitializeServer

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:079 STACKGameServerState_LaunchGame

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:095 STACKWaiting for the ignition of all game ancillaries...

    Amplitude.Unity.Game.Game+c__Iterator52:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:05:095 STACKLaunching the game client...

    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:095 STACK[IEndTurnService] RegisterCanExecuteValidator | Registered Method 'GameClient.CanExecuteEndTurn'.

    GameManager:RegisterCanExecuteValidator(System.Reflection.ParameterInfo)
    GameClient:.ctor(System.Reflection.ParameterInfo)
    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:095 STACKGameClientState_WaitingForServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:095 STACKGameClientState_ConnectingToServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_ConnectingToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:129 STACK[IEndTurnService] RegisterValidator | Registered Method 'GuiNotificationManager.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    GuiNotificationManager+c__Iterator350:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:05:129 STACKSessionState_OpenedAndLaunched

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:129 STACKInitiate connection to server with steamIDRemote: 0x1100001050abc3b, steamIDUser: 0x1100001050abc3b.

    GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:129 STACKGot initiate connection response from server.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:129 STACKEmpire index unset. Retrieved #0 from lobby slot.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:298 STACKAll game ancillaries have been ignited.

    Amplitude.Unity.Game.Game+c__Iterator52:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:05:298 STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'Stoka's game'

    GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo)
    GameManager:ConfigureGalaxyGenerator(System.Reflection.ParameterInfo)
    GameManager+c__Iterator325:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:05:298 STACKSuccessfully connected to SteamGameServer.

    GameClientState_ConnectingToServer:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:491 STACKGameClientState_ConnectedToServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:492 STACKGameClientState_ConnectedToServer.

    GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:492 STACKGameClientState_LaunchGame

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:492 STACKDumping method set to 'Text'.

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:492 STACKWaiting for the game server to launch the game...

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:503 STACKEmpire index unset. Retrieved #0 from lobby slot.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:05:503 STACKEmpire index unset. Retrieved #0 from lobby slot.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:07:824 STACKLoading my game...

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[Faction] Empire#0 has faction 'FactionTerrans'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[Faction] Empire#1 has faction 'FactionCravers'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[Faction] Empire#2 has faction 'FactionVampirilis'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[Faction] Empire#3 has faction 'FactionVenetians'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[Faction] Empire#4 has faction 'FactionSophons'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[Faction] Empire#5 has faction 'FactionCravers'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[MinorFaction] Faction Gnashast initialized with traits PersonalityTraitWarmonger and FactionTraitMinorMonsters01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[Faction] MinorEmpire#0 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[Game] Failed to find the descriptor for descriptor reference (name: 'AffinityGnashasts') on trait (name: 'AffinityGameplayGnashasts').

    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPacifist and FactionTraitMinorGovernor01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:824 STACK[Faction] MinorEmpire#1 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPacifist and FactionTraitMinorGovernor01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] MinorEmpire#2 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPacifist and FactionTraitMinorGovernor01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] MinorEmpire#3 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[MinorFaction] Faction Mavros initialized with traits PersonalityTraitWarmonger and FactionTraitMinorBuilders02

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] MinorEmpire#4 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[MinorFaction] Faction Deuyivans initialized with traits PersonalityTraitPacifist and FactionTraitMinorEmpireResearch

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] MinorEmpire#5 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[MinorFaction] Faction Hissho initialized with traits PersonalityTraitWarmonger and FactionTraitMinorDamage

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] MinorEmpire#6 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[MinorFaction] Faction Tikanan initialized with traits PersonalityTraitWarmonger and FactionTraitMinorSwarm02

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] MinorEmpire#7 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Game] Failed to find the descriptor for descriptor reference (name: 'AffinityTikanans') on trait (name: 'AffinityGameplayTikanans').

    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[MinorFaction] Faction Haroshems initialized with traits PersonalityTraitPacifist and FactionTraitMinorGrowth

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] MinorEmpire#8 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[MinorFaction] Faction Z'vali initialized with traits PersonalityTraitPacifist and FactionTraitMinorGamers01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] MinorEmpire#9 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[MinorFaction] Faction Eyder initialized with traits PersonalityTraitPacifist and FactionTraitMinorHoarders02

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] MinorEmpire#10 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Game] Failed to find the descriptor for descriptor reference (name: 'AffinityEyders') on trait (name: 'AffinityGameplayEyders').

    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPacifist and FactionTraitMinorGovernor01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] MinorEmpire#11 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Faction] LesserEmpire#0 has faction 'LesserFaction'.

    LesserEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Game] Empire#0 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[Game] Empire#1 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:825 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[Game] Empire#2 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[Game] Empire#3 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[Game] Empire#4 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[Game] Empire#5 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[Game] MinorEmpire#0 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[Game] MinorEmpire#1 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[Game] MinorEmpire#2 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[Game] MinorEmpire#3 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:826 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[Game] MinorEmpire#4 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[Game] MinorEmpire#5 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[Game] MinorEmpire#6 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[Game] MinorEmpire#7 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[Game] MinorEmpire#8 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[Game] MinorEmpire#9 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[Game] MinorEmpire#10 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[Game] MinorEmpire#11 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[Game] LesserEmpire#0 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:827 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:828 STACK[Game] PirateEmpire#0 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:828 STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:834 STACKThe game ancillary (type of: GuiNotificationManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:852 STACKThe pathfinding service is ready.

    PathfindingManager+c__IteratorDA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:852 STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:868 STACKThe game ancillary (type of: PositioningService) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:885 STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:918 STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:952 STACKThe game ancillary (type of: ShipDesignRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:07:969 STACKThe game ancillary (type of: ConstructibleRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:004 STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:038 STACKThe game ancillary (type of: ColonizedStarSystemRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:054 STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:086 STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:120 STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:138 STACKThe game ancillary (type of: DiplomaticAlliancesManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:171 STACKThe game ancillary (type of: DiplomaticContractsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:204 STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:220 STACKThe game ancillary (type of: TradingCompanyRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:253 STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:287 STACKThe game ancillary (type of: DiplomaticWarManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:303 STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:336 STACKThe game ancillary (type of: MinorManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:371 STACKThe game ancillary (type of: FleetMissionManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:405 STACKThe game ancillary (type of: GroundBattleRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:420 STACKThe game ancillary (type of: ServerGroundBattleRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:455 STACKThe game ancillary (type of: NodesVisibilityManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:08:489 STACKThe game ancillary (type of: EternalImprovementManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:480 STACKAdd personality Militarist to empire 0

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:480 STACKAdd personality Mercantile to empire 0

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:480 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:480 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:481 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:481 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:481 STACKAdd personality Militarist to empire 1

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:481 STACKAdd personality Isolationist to empire 1

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:481 STACKAdd personality Cruel to empire 1

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:481 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:481 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:481 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:481 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:481 STACKAdd personality Paragon to empire 2

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACKAdd personality Cruel to empire 2

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACKAdd personality Restless to empire 2

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACKAdd personality Renegade to empire 3

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACKAdd personality Mercantile to empire 3

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACKAdd personality Restless to empire 3

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACKAdd personality Pacifist to empire 4

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACKAdd personality Innovative to empire 4

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:482 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACKAdd personality Militarist to empire 5

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACKAdd personality Isolationist to empire 5

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACKAdd personality Cruel to empire 5

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:483 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:484 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACKCan't find the element 'ModuleKinetic01CommonTier01' in database of 'ModuleDefinition'.

    Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignDefinition:GetSlotBindedModuleDefinition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignLayout:OverrideSlotsBindingsFromShipDesignDefinition(System.Reflection.ParameterInfo)
    ShipDesign:BuildShipDesignFromDefinition(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACKFog of war texture format: Default.

    VisibilityController:LoadFogOfWar(System.Reflection.ParameterInfo)
    VisibilityController+c__Iterator149:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] Empire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] Empire#1 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] Empire#2 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] Empire#3 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] Empire#4 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] Empire#5 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#1 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#2 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#3 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#4 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#5 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#6 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#7 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#8 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#9 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#10 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACK[Game] MinorEmpire#11 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:485 STACKNo FleetNameMappingDefinition matching 'AffinityMappingLesserEmpire'. Fallbacked to default definition.

    FleetNameGenerator:FindFleetNameMappingDefinition(System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator18A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Game] LesserEmpire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Game] PirateEmpire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACKGame has been loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:486 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:487 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:488 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:489 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:490 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'Stoka's game'

    GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator138:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 1

    DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo)
    Empire:NotifyUnlock(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ExecuteFactionTraitCommands(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator31E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[Psy] Mothership.AddPopulation() => newPopulationCreated

    Mothership:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateEmptyMothership(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateShip(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateShipInGarrison(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ExecuteFactionTraitCommands(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator31E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 5

    DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo)
    Empire:NotifyUnlock(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ExecuteFactionTraitCommands(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator31E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACKGame created.

    GameServerState_LaunchGame:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACKLoad AI 'AI1'.

    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACKLoad AI plugin: C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/Public/AI/Amplitude.AI.Core.dll

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACKAI app domain created

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACKAI module 'OpBot' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACKAI module 'Communication' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACKAI module 'Debug' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:491 STACKAI module 'Diagnostics' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:492 STACKInitialize AI modules communication interfaces.

    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:492 STACKInitialize AI modules.

    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:492 STACK[AI1] Initialization of AIModule_OpBot

    Amplitude.AI.Core.Modules.AIModule_OpBot:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:492 STACK[AI1] Initializing of AIScheduler

    Amplitude.AI.Core.AIScheduler:Initialize()
    Amplitude.AI.Core.Modules.AIModule_OpBot:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:492 STACK[AI1] Initialization of Communication module.

    Amplitude.AI.Core.Modules.Communication:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:492 STACK[AI1] Initialization of Diagnostics module.

    Amplitude.AI.Core.Modules.Diagnostics:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:492 STACK[Profiling] GuiManager.OnGameCreated() - Begin

    Amplitude.Unity.Gui.GuiManager+c__Iterator5F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:492 STACKThe game interface (GameServer) has recieved the game change notification: 'Created'.

    GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:492 STACKThe game interface (GameClient) has recieved the game change notification: 'Created'.

    GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:10:492 STACKGameServerState_GameLaunchedAndReady

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:492 STACKGameClientState_GameLaunched

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:492 STACKChanging the active player controller from 'null' to 'Empire#0'.

    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:492 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade17Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade17'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:492 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade19Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade19'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:492 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade20Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade20'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:493 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade21Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade21'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:493 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade21Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade21Vampirilis'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:493 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade22Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade22'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:493 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTradeVictorySmall' not found for GuiElement 'TechnologyDefinitionEconomyAndTradeVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:493 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentGeneHunter1Small' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentGeneHunter1'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:493 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopment13mall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopment13'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:493 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentVictorySmall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:493 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentVictorySmall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentWonderVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:494 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionMilitaryVictorySmall' not found for GuiElement 'TechnologyDefinitionMilitaryVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:494 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionScienceAndExplorationVictorySmall' not found for GuiElement 'TechnologyDefinitionScienceAndExplorationVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:494 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionFreeMoveUE01Small' not found for GuiElement 'TechnologyDefinitionQuestUnitedEmpire12'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:494 STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:494 STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:494 STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:494 STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:494 STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:495 STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:495 STACK[PlayerRepository] Player 'Stoka' has been registered (Graphical/Local) on Empire #0.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:495 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:495 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:495 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #3.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:495 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #4.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:10:495 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #5.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:11:704 STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKReleasing the current world view technique...

    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKIn technique Battle, unloading ancillaries.

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKIn Technique Battle, unloading ancillary CircleRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKUnbinding service [ICircleRendererService] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKIn Technique Battle, unloading ancillary PlanetoidRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKUnbinding service [IPlanetoidRendererService] with context [BattleBackground]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    PlanetoidRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKIn Technique Battle, ancillaries unloaded.

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKIn HxTechnique - Outgame CraversGamescom(Clone) enabling default global shader keyword DEFAULT_RENDERER (pop)

    GalaxyViewTechnique:PopShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PopInsideShaderKeyword()
    GalaxyViewTechnique:Unload()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKReleasing Technique Battle

    GalaxyViewTechnique:Release()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKTechnique Battle released

    GalaxyViewTechnique:Release()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:704 STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:705 STACKUnbinding service [ILodService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Unload()
    HxFxSystemComponentLodManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:705 STACKInitializing the render view technique...

    GalaxyView+c__Iterator4E2:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
    GalaxyView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator96:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:705 STACKIn Technique Default, Waiting for the ignition of all galaxy view technique ancillaries...

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
    GalaxyView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator96:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:11:705 STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACKBinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Load()
    LodServiceImplementation:.ctor(System.Reflection.ParameterInfo)
    HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:705 STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ScanViewBattleRenderer+c__Iterator4F5:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:42:11:714 STACKBinding service [IInstancingRendererService] with context [Default] with an instance of type [InstancingRenderer]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    InstancingRenderer+c__Iterator488:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:714 STACKBinding service [ICircleRendererService] with context [Default] with an instance of type [CircleRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager+c__Iterator493:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:714 STACKBinding service [IPlanetoidRendererService] with context [Default] with an instance of type [PlanetoidRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager+c__Iterator4AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:714 STACKBinding service [IQuadRendererService] with context [Default] with an instance of type [QuadRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuadRendererManager+c__Iterator4B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:714 STACKBinding service [IPlanetoidRendererService] with context [Battle] with an instance of type [PlanetoidRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager+c__Iterator4AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:714 STACKBinding service [IQuadRendererService] with context [GalaxyScanView] with an instance of type [QuadRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuadRendererManager+c__Iterator4B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:714 STACKAudio receiver #1 has been initialized.

    Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:759 STACKIn Technique Default, all galaxy view technique ancillaries have been ignited

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:759 STACKLoading the render view technique...

    GalaxyView+c__Iterator4E2:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:759 STACKIn Technique Default, Load

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:759 STACKIn Technique Default, load rendering technique ancillaries InstancingRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:759 STACKIn Technique Default, the ancillary service 'InstancingRenderer' has been loaded (in 0.001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:759 STACKIn Technique Default, load rendering technique ancillaries CircleRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:759 STACKIn Technique Default, the ancillary service 'CircleRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:759 STACKIn Technique Default, load rendering technique ancillaries LineRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, the ancillary service 'LineRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, load rendering technique ancillaries CurvedLineRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, the ancillary service 'CurvedLineRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0060003 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0070004 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, load rendering technique ancillaries DiskRendererManagerDispatcher

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, the ancillary service 'DiskRendererManagerDispatcher' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, load rendering technique ancillaries FOWRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, the ancillary service 'FOWRendererManager' has been loaded (in 0.0200012 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, load rendering technique ancillaries ProbeLaunchingRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, the ancillary service 'ProbeLaunchingRenderer' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:760 STACKIn Technique Default, load rendering technique ancillaries DashRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:772 STACKIn Technique Default, the ancillary service 'DashRendererManager' has been loaded (in 0.0110006 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:772 STACKIn Technique Default, load rendering technique ancillaries EncodedMeshInTextureManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:793 STACKIn Technique Default, the ancillary service 'EncodedMeshInTextureManager' has been loaded (in 0.0120007 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:11:793 STACKIn Technique Default, load rendering technique ancillaries PastEncounterRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'PastEncounterRendererManager' has been loaded (in 0.0210012 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityFactory

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName57'

    GalaxyConstellation+c__Iterator4D9:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'GalaxyEntityFactory' has been loaded (in 0.279016 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityMapping

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'GalaxyEntityMapping' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityCulling

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'GalaxyEntityCulling' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries GalaxyLayerController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'GalaxyLayerController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries PrimitiveMaskComputer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKBinding service [IPrimitiveMaskFilterService] with context [Default] with an instance of type [PrimitiveMaskComputer]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PrimitiveMaskComputer+c__Iterator4AD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'PrimitiveMaskComputer' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries LayerDependantMouseKeyController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'LayerDependantMouseKeyController' has been loaded (in 0.001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries PathRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKStill waiting for service [ICurvedLineRendererService]

    PathRenderer+c__Iterator4AA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'PathRenderer' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries GalaxyPositioning

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'GalaxyPositioning' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries RenderStatisticsService

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, the ancillary service 'RenderStatisticsService' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:181 STACKIn Technique Default, load rendering technique ancillaries VisibleDockingSlotRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, the ancillary service 'VisibleDockingSlotRepository' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyFleetRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, the ancillary service 'VisibleGalaxyFleetRepository' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyHangarRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, the ancillary service 'VisibleGalaxyHangarRepository' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, load rendering technique ancillaries AtlasManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, the ancillary service 'AtlasManager' has been loaded (in 0.0050003 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, load rendering technique ancillaries GuiSelectedGarrisonsRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, the ancillary service 'GuiSelectedGarrisonsRepository' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, load rendering technique ancillaries TradeRouteRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, the ancillary service 'TradeRouteRenderer' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, load rendering technique ancillaries FIDSIRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKBinding service [IFIDSIRendererService] with context [Default] with an instance of type [FIDSIRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FIDSIRendererManager+c__Iterator49F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, the ancillary service 'FIDSIRendererManager' has been loaded (in 0.0010001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn HxTechnique(Clone) disabling default global shader keyword DEFAULT_RENDERER (push)

    GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PushInsideShaderKeyword()
    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKIn HxTechnique(Clone) enabling global shader keyword INGAME_RENDERER (push)

    GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PushInsideShaderKeyword()
    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:13:182 STACKGameClientState_GameLaunchedAndReady

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:214 STACK[ChatMessage] RECV: l:/_launching/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:214 STACK[ChatMessage] RECV: l:/_gameinprogress/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:set_GameInProgress(System.Reflection.ParameterInfo)
    GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:214 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:281 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000001, [Empire6]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:315 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000002, [Empire7]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:358 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000003, [Empire8]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:382 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000004, [Empire9]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:415 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000005, [Empire10]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:449 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000006, [Empire11]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:482 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000007, [Empire12]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:515 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000008, [Empire13]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:548 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000009, [Empire14]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:582 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000000A, [Empire15]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:615 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000000B, [Empire16]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:649 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000000C, [Empire17]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:695 STACK[Population] Adding 0 AffinityVampirilis on the mothership #926, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:695 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:13:766 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:14:981 STACK[AI1] AI player state change from Deactivated to Deactivated for empire MajorEmpireSnapshot 0.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:42:14:987 STACK[AI1] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 1.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:42:15:004 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #1.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:004 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:054 STACK[AI1] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 2.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:42:15:071 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #2.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:071 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:087 STACK[Profiling] GuiManager.OnGameCreated() - End (4914 ms)

    Amplitude.Unity.Gui.GuiManager+c__Iterator5F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:15:087 STACK[AI1] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 3.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:42:15:105 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #3.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:105 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #3.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:137 STACK[AI1] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 4.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:42:15:171 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #4.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:171 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #4.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:172 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 6.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:188 STACK[AI1] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 5.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:42:15:188 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 7.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:188 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 8.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:205 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #5.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:205 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #5.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:205 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 9.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:221 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 10.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:221 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 11.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:238 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 12.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:272 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 13.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:272 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 14.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:272 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 15.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:272 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 16.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:291 STACK[AI1] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 17.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:304 STACK[AI1] AI player state change from Deactivated to Full for empire LesserEmpireSnapshot 18.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.LesserEmpire.AIPlayer_LesserEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:304 STACK[AI1] AI player state change from Deactivated to Full for empire PirateEmpireSnapshot 19.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.PirateEmpire.AIPlayer_PirateEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:506 STACK[AI1] AIScheduler initialized

    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:42:15:506 STACK[AI1] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:42:15:808 STACK[AI1] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:42:15:825 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:887 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:888 STACK[Quest] Adding global quest variable: $CraversSystem = System.Collections.Generic.List`1[System.Object] for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:888 STACK[Quest] Adding global quest variable: $ENFERSystem = System.Collections.Generic.List`1[System.Object] for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:888 STACK[Quest] Adding global quest variable: $RebelSystem = System.Collections.Generic.List`1[System.Object] for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:15:923 STACK[AI1] Sync took 0.4010229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:42:15:923 STACK[AI1] [MainState] Start decision number 1 (state: BeginTurn, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:42:16:387 STACKGameClientState_Introduction

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Introduction:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:16:388 STACKGameClientState_IntroductionVideo.

    GameClientState_Introduction:PlayIntroductionVideo()
    GameClientState_Introduction:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:16:388 STACKPlaying introduction video 'C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/EndlessSpace2_Data/StreamingAssets\Movies/Factions/Terrans_Intro.mp4'...

    GameClientState_Introduction:PlayIntroductionVideo()
    GameClientState_Introduction:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:232 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:281 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:281 STACK[AI1] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:297 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000000F, Ticket: 00000001

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:331 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000010, Ticket: 00000002

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:364 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000011, Ticket: 00000003

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:364 STACK[AI1] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:42:19:400 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000012, Ticket: 00000004

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:431 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000013, Ticket: 00000005

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:465 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000014, Ticket: 00000006

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:498 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000015, Ticket: 00000007

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:532 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000016, Ticket: 00000008

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:664 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001A, Ticket: 00000009

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:698 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001B, Ticket: 0000000A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:733 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001C, Ticket: 0000000B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:764 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001D, Ticket: 0000000C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:798 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001E, Ticket: 0000000D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:831 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001F, Ticket: 0000000E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:865 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000020, Ticket: 0000000F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:898 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000021, Ticket: 00000010

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:932 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000022, Ticket: 00000011

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:965 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000023, Ticket: 00000012

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:19:998 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000024, Ticket: 00000013

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:032 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000025, Ticket: 00000014

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:067 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000026, Ticket: 00000015

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:098 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000027, Ticket: 00000016

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:132 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000028, Ticket: 00000017

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:166 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000029, Ticket: 00000018

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:166 STACK[AI1] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:42:20:199 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002A, Ticket: 00000019

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:233 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002B, Ticket: 0000001A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:266 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002C, Ticket: 0000001B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:300 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002D, Ticket: 0000001C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:333 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002E, Ticket: 0000001D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:405 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000030, Ticket: 0000001E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:737 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000003A, Ticket: 0000001F, [Empire1], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 1200, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:852 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000003D, Ticket: 00000022, [Empire1]: root.unset Toward Empire#0 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:886 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000003E, Ticket: 00000023, [Empire1]: root.unset Toward Empire#2 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:920 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000003F, Ticket: 00000024, [Empire1]: root.unset Toward Empire#3 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:20:981 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000040, Ticket: 00000025, [Empire1]: root.unset Toward Empire#4 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:019 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000041, Ticket: 00000026, [Empire1]: root.unset Toward Empire#5 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:303 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000048, Ticket: 0000002D, [Empire2], ConstructibleElementName: TechnologyDefinitionUnique1Vampirilis, ConstructionGameEntityGUID: 1206, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:453 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000004B, Ticket: 00000030, [Empire2]: root.unset Toward Empire#0 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:486 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000004C, Ticket: 00000031, [Empire2]: root.unset Toward Empire#1 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:520 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000004D, Ticket: 00000032, [Empire2]: root.unset Toward Empire#3 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:575 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000004E, Ticket: 00000033, [Empire2]: root.unset Toward Empire#4 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:620 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000004F, Ticket: 00000034, [Empire2]: root.unset Toward Empire#5 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:804 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000053, Ticket: 00000038, [Empire3], ConstructibleElementName: TechnologyDefinitionMilitary1, ConstructionGameEntityGUID: 1209, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:887 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000055, Ticket: 0000003A, [Empire3]: root.unset Toward Empire#0 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:921 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000056, Ticket: 0000003B, [Empire3]: root.unset Toward Empire#1 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:21:971 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000057, Ticket: 0000003C, [Empire3]: root.unset Toward Empire#2 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:22:011 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000058, Ticket: 0000003D, [Empire3]: root.unset Toward Empire#4 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:22:054 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000059, Ticket: 0000003E, [Empire3]: root.unset Toward Empire#5 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:22:272 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000005E, Ticket: 00000043, [Empire4], ConstructibleElementName: TechnologyDefinitionUnique1Sophons, ConstructionGameEntityGUID: 1213, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:22:427 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000061, Ticket: 00000046, [Empire4]: root.unset Toward Empire#0 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:22:462 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000062, Ticket: 00000047, [Empire4]: root.unset Toward Empire#1 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:22:505 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000063, Ticket: 00000048, [Empire4]: root.unset Toward Empire#2 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:22:556 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000064, Ticket: 00000049, [Empire4]: root.unset Toward Empire#3 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:22:589 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000065, Ticket: 0000004A, [Empire4]: root.unset Toward Empire#5 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:22:823 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000006A, Ticket: 0000004F, [Empire5], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 1218, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:22:956 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000006D, Ticket: 00000052, [Empire5]: root.unset Toward Empire#0 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:23:006 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000006E, Ticket: 00000053, [Empire5]: root.unset Toward Empire#1 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:23:040 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000006F, Ticket: 00000054, [Empire5]: root.unset Toward Empire#2 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:23:090 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000070, Ticket: 00000055, [Empire5]: root.unset Toward Empire#3 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:23:141 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000071, Ticket: 00000056, [Empire5]: root.unset Toward Empire#4 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:23:557 STACK[TutorialPanel] OnValidateButtonCb

    TutorialPopupPanel:OnValidateButtonCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:23:724 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:23:841 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000007E, Ticket: 00000063

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:23:874 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000007F, Ticket: 00000064

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:24:005 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:24:142 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:24:297 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000080, Ticket: 00000065

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:24:297 STACK[AI1] Sync took 4.142237 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:42:24:297 STACK[AI1] [MainState] Start decision number 2 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:42:24:412 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000081, Ticket: 00000066

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:24:860 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000082, Ticket: 00000067

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:25:021 STACK[AI1] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:42:25:043 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000083, Ticket: 00000068, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:25:389 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000008C, Ticket: 00000070

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:25:915 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000008D, Ticket: 00000071

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:26:733 STACKGameClientState_DisconnectedFromServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_DisconnectedFromServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:26:733 STACKGameClientState_DisconnectedFromServer state=DisconnectedFromServer,reason=ClientLeft,errcode=0

    GameClientState_DisconnectedFromServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:26:733 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000008E, [Empire4], Entity index: 2

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:26:751 STACKGameClientState_Release

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Release:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:26:751 STACKAudio bank B_Base has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState_Release:PlayAudioFeedback()
    GameClientState_Release:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:28:151 STACKSteamGameServer is null. Forcing shutdown anyway...

    GameServer:Disconnect()
    GameServer:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACK[IEndTurnService] RegisterCanExecuteValidator | Unregistered Method 'GameClient.CanExecuteEndTurn'.

    GameManager:UnregisterCanExecuteValidator(System.Reflection.ParameterInfo)
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKUnloading game; destroying the world view technique...

    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKReleasing the current world view technique...

    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKIn technique Default, unloading ancillaries.

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKIn Technique Default, unloading ancillary QuadRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKUnbinding service [IQuadRendererService] with context [GalaxyScanView]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    QuadRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKIn Technique Default, unloading ancillary PlanetoidRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKUnbinding service [IPlanetoidRendererService] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    PlanetoidRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKIn Technique Default, unloading ancillary FIDSIRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKUnbinding service [IFIDSIRendererService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    FIDSIRendererManager:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKIn Technique Default, unloading ancillary TradeRouteRenderer

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKIn Technique Default, unloading ancillary GuiSelectedGarrisonsRepository

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKIn Technique Default, unloading ancillary QuadRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:151 STACKUnbinding service [IQuadRendererService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    QuadRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary AtlasManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary VisibleGalaxyHangarRepository

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary VisibleGalaxyFleetRepository

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary VisibleDockingSlotRepository

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary RenderStatisticsService

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary GalaxyPositioning

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary PathRenderer

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary LayerDependantMouseKeyController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary LayerDependantShaderValueController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary PrimitiveMaskComputer

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKUnbinding service [IPrimitiveMaskFilterService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PrimitiveMaskComputer:Unload()
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary GalaxyLayerController

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary GalaxyEntityCulling

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary GalaxyEntityMapping

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary GalaxyEntityFactory

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:152 STACKIn Technique Default, unloading ancillary PastEncounterRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary EncodedMeshInTextureManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary DashRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary ProbeLaunchingRenderer

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary PlanetoidRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKUnbinding service [IPlanetoidRendererService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    PlanetoidRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary FOWRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary DiskRendererManagerDispatcher

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary DiskRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary DiskRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary CurvedLineRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary LineRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary CircleRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKUnbinding service [ICircleRendererService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, unloading ancillary InstancingRenderer

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKUnbinding service [IInstancingRendererService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    InstancingRenderer:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn Technique Default, ancillaries unloaded.

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn HxTechnique(Clone) disabling global shader keyword INGAME_RENDERER (pop)

    GalaxyViewTechnique:PopShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PopInsideShaderKeyword()
    GalaxyViewTechnique:Unload()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKIn HxTechnique(Clone) enabling default global shader keyword DEFAULT_RENDERER (pop)

    GalaxyViewTechnique:PopShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PopInsideShaderKeyword()
    GalaxyViewTechnique:Unload()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKReleasing Technique Default

    GalaxyViewTechnique:Release()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKTechnique Default released

    GalaxyViewTechnique:Release()
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:153 STACKUnbinding service [ScanViewBattleRenderer] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    ScanViewBattleRenderer:Unload()
    ExternalViewRenderer:UnloadGalaxyViewTechniqueAncillary()
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    ExternalViewRenderer:UnloadFxSystem()
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[HxFxSystemComponentTextureAtlasManager] unassigning texture mapping CP to global name [_AtlasTexCoords].

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    ExternalViewRenderer:UnloadFxSystem()
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[HxFxSystemComponentTextureAtlasManager] unassigning atlas [Atlas_DecalFx] (2048x1024) from Tag [DecalFx] to global name [_DecalAtlas].

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:Unload(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    ExternalViewRenderer:UnloadFxSystem()
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACKUnbinding service [ILodService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Unload()
    HxFxSystemComponentLodManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    ExternalViewRenderer:UnloadFxSystem()
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACKUnbinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
    ExternalViewRenderer:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyView:ReleaseCurrentWorldViewTechnique()
    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACKUnloading game; destroying all...

    GalaxyView:UnloadGame(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACKThe game interface (GameClient) has recieved the game change notification: 'Releasing'.

    GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACKReleasing my game...

    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:154 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MajorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:155 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:156 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:157 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    MinorEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    LesserEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    LesserEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    LesserEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    LesserEmpire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation:OnRelease()
    Amplitude.Unity.Game.Agency:Release()
    Amplitude.Unity.Game.Empire:OnRelease()
    Empire:OnRelease()
    Amplitude.Unity.Game.Empire:Release()
    Game:OnRelease()
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACK[IEndTurnService] RegisterValidator | Unregistered Method 'GuiNotificationManager.EndTurnValidator'

    GameManager:UnregisterValidator(System.Reflection.ParameterInfo)
    GuiNotificationManager:UnbindServices(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Game:Release()
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACKThe game interface (GameClient) has recieved the game change notification: 'Released'.

    GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:ReleaseGame()
    GameClient:Dispose(System.Reflection.ParameterInfo)
    GameInterface:Dispose()
    Session:Dispose(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Dispose()
    Amplitude.Unity.Session.SessionManager:ReleaseSession()
    RuntimeState_Lobby:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACKRuntimeState_OutGame.Begin()

    RuntimeState:Begin(System.Reflection.ParameterInfo)
    RuntimeState_OutGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:28:158 STACKLoading the outgame view...

    OutGameView+c__Iterator4F7:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    OutGameView:LoadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:42:28:158 STACKRelease AI modules.

    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACK[AI1] Wait for ai module 'OpBot' releasing ...

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACK[AI1] AI module 'OpBot' released.

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACK[AI1] Wait for ai module 'Communication' releasing ...

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACK[AI1] AI module 'Communication' released.

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACK[AI1] Wait for ai module 'Debug' releasing ...

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACK[AI1] AI module 'Debug' released.

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACK[AI1] Wait for ai module 'Diagnostics' releasing ...

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACK[AI1] AI module 'Diagnostics' released.

    Amplitude.AI.Common.IO.ModuleProxy:Release()
    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACKAI modules released

    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACKAI modules disposed

    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACKAI app domain unloaded

    AIModuleController:Release()
    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACKAI1 has been correctly released

    AI:Release()
    AIManager:ReleaseAIAsync(System.Reflection.ParameterInfo)
    Amplitude.Threading.Thread:ParameterizedJob(System.Reflection.ParameterInfo)

19:42:28:158 STACK[AI1] Releasing of AIScheduler

    Amplitude.AI.Core.AIScheduler:ReleaseAsync()

19:42:28:159 STACK[AI1] AIScheduler Released

    Amplitude.AI.Core.AIScheduler:ReleaseAsync()

19:42:28:419 STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()

19:42:28:419 STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()

19:42:28:419 STACKInitializing GalaxyViewTechniqueLoaderComponent technique...

    GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:Start()

19:42:28:419 STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:Start()

19:42:28:929 STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Load()
    LodServiceImplementation:.ctor(System.Reflection.ParameterInfo)
    HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    Amplitude.Unity.Graphics.HxFxSystemManager:Start()

19:42:28:929 STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    Amplitude.Unity.Graphics.HxFxSystemManager:Start()

19:42:28:945 STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager+c__Iterator4AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:28:945 STACKBinding service [ICircleRendererService] with context [Battle] with an instance of type [CircleRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager+c__Iterator493:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:28:945 STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:28:945 STACKLoading the GalaxyViewTechniqueLoaderComponent technique...

    GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:28:945 STACKIn Technique Battle, Load

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:28:945 STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:28:945 STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0.0010001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:28:945 STACKIn Technique Battle, load rendering technique ancillaries CircleRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:28:945 STACKIn Technique Battle, the ancillary service 'CircleRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:28:945 STACKIn HxTechnique - Outgame CraversGamescom(Clone) disabling default global shader keyword DEFAULT_RENDERER (push)

    GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PushInsideShaderKeyword()
    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:31:995 STACKRuntimeState_Lobby.Begin()

    RuntimeState:Begin(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:995 STACKThe session has been created; opening the session in 'Single' mode (default)...

    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACKOnSessionChange: Opening.

    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACKThe session has been opened.

    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 0

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer is null.

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Opened').

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ChatMessage] RECV: l:/sbs/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ChatMessage] RECV: l:/_turn/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ChatMessage] RECV: l:/_turn/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ChatMessage] RECV: l:/sessionname/Stoka's game (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ChatMessage] RECV: l:/allowcustomfactions/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ILobbySlotProvider] RefreshLobbySlotCount(6)

    Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnNumberOfSlotsChanged(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:996 STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/metaplotprobability/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:997 STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/score/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/military/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/supremacy/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/conquest/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/science/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/economy/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/wonder/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/tutorialmode/Expert (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/galaxyshape/Ring (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:998 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/galaxydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ILobbySlotProvider] RefreshLobbySlotCount(6)

    Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:31:999 STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionTerrans","Color":1,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:AttributeSlotToUser(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionOpened()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:32:000 STACKOnSessionChange: Opened.

    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:32:000 STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Session:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:32:000 STACK[ChatMessage] RECV: l:/runtimehash/6856F17E9CFE73C3EC91885CAD2F66BA (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:32:000 STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:32:000 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Created').

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:32:000 STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:32:000 STACK[ChatMessage] RECV: l:/sbs/0 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:OnSessionCreated()
    RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.SessionManager:CreateSession()
    RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Amplitude.Unity.Runtime.RuntimeManager:Update()

19:42:32:000 STACKSessionState_Opened

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_Opened:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:42:32:035 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:32:035 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:32:035 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:32:035 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:32:035 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:32:035 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:38:150 STACK[ChatMessage] RECV: q:/faction/0/FactionTerrans (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FactionChoiceModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:38:150 STACK[ChatMessage] RECV: u:/0/2/{{"Index":0,"Revision":2,"Assignation":0,"Faction":"FactionTerrans","Color":1,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FactionChoiceModalWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:38:183 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:38:183 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:38:183 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:38:183 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:38:183 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:38:183 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:42:41:119 STACK[ChatMessage] RECV: l:/galaxydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:119 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:119 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:119 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:119 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:119 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:42:41:120 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:478 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:478 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:478 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:479 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:479 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:479 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:479 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:479 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:479 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:479 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:480 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:480 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:480 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:480 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:480 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:480 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:480 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:480 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:480 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:02:481 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:OnMouseUpCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlMouseCaptureArea:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:573 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:574 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:575 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:575 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:09:575 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:373 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:374 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:374 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:374 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:374 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:374 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:374 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:374 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:375 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:375 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:375 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:375 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:375 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:375 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:375 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:375 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:376 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:376 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:31:376 STACK[ChatMessage] RECV: l:/score/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:773 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:774 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:774 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:774 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:774 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:775 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:775 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:775 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:775 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:775 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:775 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:776 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:776 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:776 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:776 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:776 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:776 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:776 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:33:777 STACK[ChatMessage] RECV: l:/economy/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:764 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:764 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:764 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:765 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:766 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:766 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:766 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:766 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:36:766 STACK[ChatMessage] RECV: l:/science/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:138 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:139 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:139 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:139 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:139 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:139 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:139 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:139 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:139 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:139 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:139 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:140 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:140 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:140 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:140 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:140 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:140 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:140 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:38:140 STACK[ChatMessage] RECV: l:/wonder/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:890 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:890 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:890 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:890 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:890 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:890 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:890 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:44:891 STACK[ChatMessage] RECV: l:/wonder/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:479 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:479 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:479 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:479 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:479 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:479 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:479 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:43:51:480 STACK[ChatMessage] RECV: l:/science/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:ModifySetting(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnSettingModified(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingCheckBoxItem:OnToggleSettingCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:259 STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:259 STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:259 STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:259 STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:260 STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:260 STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:260 STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:260 STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:260 STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:260 STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:260 STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:260 STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:260 STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:261 STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:261 STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:261 STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:261 STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:00:261 STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    AdvancedSettingsModalWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    AdvancedSettingsModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NewGameScreen:OnAdvancedCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:11:265 STACK[ChatMessage] RECV: q:/faction/1/FactionRandom (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:11:265 STACK[ChatMessage] RECV: u:/1/1/{{"Index":1,"Revision":1,"Assignation":1,"Faction":"FactionRandom","Color":0,"IsLocked":false,"TeamIndex":1,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":0,"ReservedSteamID":0}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:11:294 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:11:294 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:11:294 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:11:294 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:11:294 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:11:294 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:13:182 STACK[ChatMessage] RECV: q:/faction/2/FactionRandom (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:13:182 STACK[ChatMessage] RECV: u:/2/1/{{"Index":2,"Revision":1,"Assignation":1,"Faction":"FactionRandom","Color":2,"IsLocked":false,"TeamIndex":2,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":0,"ReservedSteamID":0}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:13:199 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:13:200 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:13:200 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:13:200 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:13:200 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:13:200 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:15:070 STACK[ChatMessage] RECV: q:/faction/3/FactionRandom (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:15:070 STACK[ChatMessage] RECV: u:/3/1/{{"Index":3,"Revision":1,"Assignation":1,"Faction":"FactionRandom","Color":3,"IsLocked":false,"TeamIndex":3,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":0,"ReservedSteamID":0}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:15:103 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:15:103 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:15:103 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:15:103 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:15:103 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:15:103 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:16:707 STACK[ChatMessage] RECV: q:/faction/4/FactionRandom (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:16:707 STACK[ChatMessage] RECV: u:/4/1/{{"Index":4,"Revision":1,"Assignation":1,"Faction":"FactionRandom","Color":4,"IsLocked":false,"TeamIndex":4,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":0,"ReservedSteamID":0}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:16:741 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:16:741 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:16:741 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:16:741 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:16:741 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:16:741 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:18:552 STACK[ChatMessage] RECV: q:/faction/5/FactionRandom (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:18:552 STACK[ChatMessage] RECV: u:/5/1/{{"Index":5,"Revision":1,"Assignation":1,"Faction":"FactionRandom","Color":5,"IsLocked":false,"TeamIndex":5,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":0,"ReservedSteamID":0}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    SessionHelper:RequestChangeFaction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CompetitorSlot:OnFactionDropListSelectionCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlDropList:OnItemClick(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:44:18:580 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:18:580 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:18:580 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:18:580 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:18:580 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:18:580 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:266 STACKSessionState_OpenedAndReady

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:266 STACK[ChatMessage] RECV: q:/ready/0/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:266 STACK[ChatMessage] RECV: u:/0/3/{{"Index":0,"Revision":3,"Assignation":0,"Faction":"FactionTerrans","Color":1,"IsLocked":false,"TeamIndex":0,"IsReady":true,"OvertimeGameTimer":0.0,"SteamID":76561198044855355,"ReservedSteamID":76561198044855355}} (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:TryReadySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:292 STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:293 STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:293 STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:293 STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:293 STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:293 STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SettingSliderItem:Refresh()
    NewGameScreen:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:293 STACKSessionState_OpenedAndCounting

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndCounting:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:318 STACKSessionState_OpenedAndLaunching

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:318 STACK[ChatMessage] RECV: q:/ready/0/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:318 STACK[ChatMessage] RECV: r:/0x01100001050abc3b/q:/ready/0/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:318 STACKLaunchAsync()

    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:344 STACKLaunching the game server...

    Session:IGameServerLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:344 STACKGameServerState_InitializeServer

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:344 STACKGameServerState_LaunchGame

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:367 STACKWaiting for the ignition of all game ancillaries...

    Amplitude.Unity.Game.Game+c__Iterator52:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:367 STACKLaunching the game client...

    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:367 STACK[IEndTurnService] RegisterCanExecuteValidator | Registered Method 'GameClient.CanExecuteEndTurn'.

    GameManager:RegisterCanExecuteValidator(System.Reflection.ParameterInfo)
    GameClient:.ctor(System.Reflection.ParameterInfo)
    Session:IGameClientLauncher.Launch()
    SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
    Amplitude.Coroutine:Run()
    SessionState_OpenedAndLaunching:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:367 STACKGameClientState_WaitingForServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:367 STACKGameClientState_ConnectingToServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_ConnectingToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:390 STACK[IEndTurnService] RegisterValidator | Registered Method 'GuiNotificationManager.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    GuiNotificationManager+c__Iterator350:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:390 STACKSessionState_OpenedAndLaunched

    SessionState:Begin(System.Reflection.ParameterInfo)
    SessionState_OpenedAndLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:390 STACKInitiate connection to server with steamIDRemote: 0x1100001050abc3b, steamIDUser: 0x1100001050abc3b.

    GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:390 STACKGot initiate connection response from server.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:390 STACKEmpire index unset. Retrieved #0 from lobby slot.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:523 STACKAll game ancillaries have been ignited.

    Amplitude.Unity.Game.Game+c__Iterator52:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:523 STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'Stoka's game'

    GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo)
    GameManager:ConfigureGalaxyGenerator(System.Reflection.ParameterInfo)
    GameManager+c__Iterator325:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:21:523 STACKSuccessfully connected to SteamGameServer.

    GameClientState_ConnectingToServer:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:634 STACKGameClientState_ConnectedToServer

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:634 STACKGameClientState_ConnectedToServer.

    GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:634 STACKGameClientState_LaunchGame

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:634 STACKDumping method set to 'Text'.

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:634 STACKWaiting for the game server to launch the game...

    GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:642 STACKEmpire index unset. Retrieved #0 from lobby slot.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:21:642 STACKEmpire index unset. Retrieved #0 from lobby slot.

    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:23:743 STACKLoading my game...

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] Empire#0 has faction 'FactionTerrans'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] Empire#1 has faction 'FactionHoratio'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] Empire#2 has faction 'FactionSophons'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] Empire#3 has faction 'FactionCravers'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] Empire#4 has faction 'FactionVenetians'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] Empire#5 has faction 'FactionVampirilis'.

    MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[MinorFaction] Faction Tikanan initialized with traits PersonalityTraitWarmonger and FactionTraitMinorSwarm01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] MinorEmpire#0 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Game] Failed to find the descriptor for descriptor reference (name: 'AffinityTikanans') on trait (name: 'AffinityGameplayTikanans').

    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[MinorFaction] Faction Amoeba initialized with traits PersonalityTraitPacifist and FactionTraitMinorPacifists02

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] MinorEmpire#1 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[MinorFaction] Faction Pilgrims initialized with traits PersonalityTraitPacifist and FactionTraitMinorExplorers01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] MinorEmpire#2 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[MinorFaction] Faction Pilgrims initialized with traits PersonalityTraitPacifist and FactionTraitMinorExplorers01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] MinorEmpire#3 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[MinorFaction] Faction Epistis initialized with traits PersonalityTraitWarmonger and FactionTraitMinorDiplomacy

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] MinorEmpire#4 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPacifist and FactionTraitMinorGovernor01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] MinorEmpire#5 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[MinorFaction] Faction Haroshems initialized with traits PersonalityTraitPacifist and FactionTraitMinorFoodMin

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:743 STACK[Faction] MinorEmpire#6 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPacifist and FactionTraitMinorGovernor01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Faction] MinorEmpire#7 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[MinorFaction] Faction Pilgrims initialized with traits PersonalityTraitPacifist and FactionTraitMinorExplorers01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Faction] MinorEmpire#8 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[MinorFaction] Faction Tikanan initialized with traits PersonalityTraitWarmonger and FactionTraitMinorSwarm01

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Faction] MinorEmpire#9 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Game] Failed to find the descriptor for descriptor reference (name: 'AffinityTikanans') on trait (name: 'AffinityGameplayTikanans').

    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[MinorFaction] Faction Haroshems initialized with traits PersonalityTraitPacifist and FactionTraitMinorFoodMin

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Faction] MinorEmpire#10 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[MinorFaction] Faction Hissho initialized with traits PersonalityTraitWarmonger and FactionTraitMinorDamage

    MinorFaction:Initialize(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Faction] MinorEmpire#11 has faction 'MinorFaction'.

    MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Faction] LesserEmpire#0 has faction 'LesserFaction'.

    LesserEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Game] Empire#0 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Game] Empire#1 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Game] Empire#2 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Game] Empire#3 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[Game] Empire#4 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:744 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[Game] Empire#5 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[Game] MinorEmpire#0 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[Game] MinorEmpire#1 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[Game] MinorEmpire#2 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[Game] MinorEmpire#3 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[Game] MinorEmpire#4 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[Game] MinorEmpire#5 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[Game] MinorEmpire#6 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:745 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[Game] MinorEmpire#7 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[Game] MinorEmpire#8 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[Game] MinorEmpire#9 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[Game] MinorEmpire#10 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator204:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[Game] MinorEmpire#11 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[Game] LesserEmpire#0 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfIndustry+c__Iterator1D8:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator23B:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfTheTreasury+c__Iterator249:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

    GameManager:RegisterValidator(System.Reflection.ParameterInfo)
    DepartmentOfEducation+c__Iterator1BD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACK[Game] PirateEmpire#0 initialized.

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:746 STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:763 STACKThe game ancillary (type of: GuiNotificationManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:773 STACKThe pathfinding service is ready.

    PathfindingManager+c__IteratorDA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:773 STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:795 STACKThe game ancillary (type of: PositioningService) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:806 STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:824 STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:841 STACKThe game ancillary (type of: ShipDesignRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:857 STACKThe game ancillary (type of: ConstructibleRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:874 STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:891 STACKThe game ancillary (type of: ColonizedStarSystemRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:907 STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:924 STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:941 STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:957 STACKThe game ancillary (type of: DiplomaticAlliancesManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:974 STACKThe game ancillary (type of: DiplomaticContractsManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:23:991 STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:24:007 STACKThe game ancillary (type of: TradingCompanyRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:24:024 STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:24:041 STACKThe game ancillary (type of: DiplomaticWarManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:24:058 STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:24:074 STACKThe game ancillary (type of: MinorManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:24:091 STACKThe game ancillary (type of: FleetMissionManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:24:108 STACKThe game ancillary (type of: GroundBattleRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:24:125 STACKThe game ancillary (type of: ServerGroundBattleRepository) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:24:141 STACKThe game ancillary (type of: NodesVisibilityManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:24:158 STACKThe game ancillary (type of: EternalImprovementManager) has been loaded (in 0 second(s)).

    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACKAdd personality Militarist to empire 0

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACKAdd personality Mercantile to empire 0

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACKAdd personality Renegade to empire 1

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACKAdd personality Restless to empire 1

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACKAdd personality Greedy to empire 1

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:968 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACKAdd personality Pacifist to empire 2

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACKAdd personality Innovative to empire 2

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACKAdd personality Militarist to empire 3

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACKAdd personality Isolationist to empire 3

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACKAdd personality Cruel to empire 3

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:969 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACKAdd personality Renegade to empire 4

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACKAdd personality Mercantile to empire 4

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACKAdd personality Restless to empire 4

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACKAdd personality Paragon to empire 5

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACKAdd personality Cruel to empire 5

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACKAdd personality Restless to empire 5

    Empire:AssignPersonality()
    Empire:UpdateGameModifiers(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:970 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:971 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACKCan't find the element 'ModuleKinetic01CommonTier01' in database of 'ModuleDefinition'.

    Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignDefinition:GetSlotBindedModuleDefinition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignLayout:OverrideSlotsBindingsFromShipDesignDefinition(System.Reflection.ParameterInfo)
    ShipDesign:BuildShipDesignFromDefinition(System.Reflection.ParameterInfo)
    Game+c__Iterator322:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACKFog of war texture format: Default.

    VisibilityController:LoadFogOfWar(System.Reflection.ParameterInfo)
    VisibilityController+c__Iterator149:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] Empire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] Empire#1 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] Empire#2 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] Empire#3 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] Empire#4 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] Empire#5 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#1 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#2 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#3 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#4 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#5 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#6 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#7 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#8 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#9 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#10 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] MinorEmpire#11 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACKNo FleetNameMappingDefinition matching 'AffinityMappingLesserEmpire'. Fallbacked to default definition.

    FleetNameGenerator:FindFleetNameMappingDefinition(System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator18A:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] LesserEmpire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACK[Game] PirateEmpire#0 loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:972 STACKGame has been loaded.

    Game+c__Iterator321:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:973 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:974 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:975 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:976 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:977 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.

    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:978 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'Stoka's game'

    GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo)
    QuestManager+c__Iterator138:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKDisabling victory condition 'VictoryScore'.

    VictoryManager:InitializeVictoryConditions(System.Reflection.ParameterInfo)
    VictoryManager+c__Iterator145:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKDiscarding victory condition 'VictoryScore'.

    VictoryManager:InitializeVictoryConditions(System.Reflection.ParameterInfo)
    VictoryManager+c__Iterator145:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKDisabling victory condition 'VictoryEconomic'.

    VictoryManager:InitializeVictoryConditions(System.Reflection.ParameterInfo)
    VictoryManager+c__Iterator145:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKDiscarding victory condition 'VictoryEconomic'.

    VictoryManager:InitializeVictoryConditions(System.Reflection.ParameterInfo)
    VictoryManager+c__Iterator145:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 3

    DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo)
    Empire:NotifyUnlock(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ExecuteFactionTraitCommands(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator31E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACK[Psy] Mothership.AddPopulation() => newPopulationCreated

    Mothership:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateEmptyMothership(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateShip(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateShipInGarrison(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:ExecuteFactionTraitCommands(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game+c__Iterator31E:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKGame created.

    GameServerState_LaunchGame:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKLoad AI 'AI2'.

    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKLoad AI plugin: C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/Public/AI/Amplitude.AI.Core.dll

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKAI app domain created

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKAI module 'OpBot' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKAI module 'Communication' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKAI module 'Debug' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKAI module 'Diagnostics' has been loaded.

    AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKInitialize AI modules communication interfaces.

    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACKInitialize AI modules.

    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACK[AI2] Initialization of AIModule_OpBot

    Amplitude.AI.Core.Modules.AIModule_OpBot:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACK[AI2] Initializing of AIScheduler

    Amplitude.AI.Core.AIScheduler:Initialize()
    Amplitude.AI.Core.Modules.AIModule_OpBot:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:979 STACK[AI2] Initialization of Communication module.

    Amplitude.AI.Core.Modules.Communication:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:980 STACK[AI2] Initialization of Diagnostics module.

    Amplitude.AI.Core.Modules.Diagnostics:Initialize()
    Amplitude.AI.Common.IO.ModuleProxy:Initialize()
    AIModuleController:Initialize(System.Reflection.ParameterInfo)
    AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AIManager:LoadAI(System.Reflection.ParameterInfo)
    AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:980 STACK[Profiling] GuiManager.OnGameCreated() - Begin

    Amplitude.Unity.Gui.GuiManager+c__Iterator5F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:980 STACKThe game interface (GameServer) has recieved the game change notification: 'Created'.

    GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:980 STACKThe game interface (GameClient) has recieved the game change notification: 'Created'.

    GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
    GameManager:OnGameChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:25:980 STACKGameServerState_GameLaunchedAndReady

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:980 STACKGameClientState_GameLaunched

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:980 STACKChanging the active player controller from 'null' to 'Empire#0'.

    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:980 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade17Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade17'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:980 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade19Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade19'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:980 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade20Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade20'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:980 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade21Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade21'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:980 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade21Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade21Vampirilis'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:980 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade22Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade22'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:980 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTradeVictorySmall' not found for GuiElement 'TechnologyDefinitionEconomyAndTradeVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:980 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentGeneHunter1Small' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentGeneHunter1'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:981 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopment13mall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopment13'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:981 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentVictorySmall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:981 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentVictorySmall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentWonderVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:981 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionMilitaryVictorySmall' not found for GuiElement 'TechnologyDefinitionMilitaryVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:981 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionScienceAndExplorationVictorySmall' not found for GuiElement 'TechnologyDefinitionScienceAndExplorationVictory'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:981 STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionFreeMoveUE01Small' not found for GuiElement 'TechnologyDefinitionQuestUnitedEmpire12'

    Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
    TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    TechnologyScreen:BindTechnologies()
    TechnologyScreen:BindInspectedEmpire()
    TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:981 STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgrade:FillEffects()
    GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
    GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
    GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACK[PlayerRepository] Player 'Stoka' has been registered (Graphical/Local) on Empire #0.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #3.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #4.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:25:982 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #5.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:27:295 STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Unload()
    CameraPreRenderHookHandler:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKReleasing the current world view technique...

    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKIn technique Battle, unloading ancillaries.

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKIn Technique Battle, unloading ancillary CircleRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKUnbinding service [ICircleRendererService] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKIn Technique Battle, unloading ancillary PlanetoidRendererManager

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKUnbinding service [IPlanetoidRendererService] with context [BattleBackground]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    PlanetoidRendererManager:UnbindServices(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKIn Technique Battle, ancillaries unloaded.

    GalaxyViewTechnique:UnloadAncillaries()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKIn HxTechnique - Outgame CraversGamescom(Clone) enabling default global shader keyword DEFAULT_RENDERER (pop)

    GalaxyViewTechnique:PopShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PopInsideShaderKeyword()
    GalaxyViewTechnique:Unload()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKReleasing Technique Battle

    GalaxyViewTechnique:Release()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKTechnique Battle released

    GalaxyViewTechnique:Release()
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKUnbinding service [ILodService] with context [Default]

    Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Unload()
    HxFxSystemComponentLodManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
    Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
    GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
    GalaxyViewTechniqueLoaderComponent:OnDestroy()
    UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
    OutGameView:UnloadScene()
    OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKInitializing the render view technique...

    GalaxyView+c__Iterator4E2:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
    GalaxyView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator96:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKIn Technique Default, Waiting for the ignition of all galaxy view technique ancillaries...

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
    GalaxyView:Focus(System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager+c__Iterator96:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.View.ViewManager:Update()

19:44:27:295 STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:295 STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:295 STACKBinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection] with an instance of type [CameraPreRenderHookHandler]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:Load()
    CameraPreRenderHookHandler:Awake()
    UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:295 STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:295 STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:296 STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:296 STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:296 STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:296 STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:296 STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LodServiceImplementation:Load()
    LodServiceImplementation:.ctor(System.Reflection.ParameterInfo)
    HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:296 STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:Load()
    Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
    ExternalViewRenderer:LoadFxSystem()
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:296 STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ScanViewBattleRenderer+c__Iterator4F5:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    ExternalViewRenderer:Load()
    ExternalViewRenderer:Start()

19:44:27:304 STACKBinding service [IInstancingRendererService] with context [Default] with an instance of type [InstancingRenderer]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    InstancingRenderer+c__Iterator488:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:304 STACKBinding service [ICircleRendererService] with context [Default] with an instance of type [CircleRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    CircleRendererManager+c__Iterator493:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:304 STACKBinding service [IPlanetoidRendererService] with context [Default] with an instance of type [PlanetoidRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager+c__Iterator4AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:304 STACKBinding service [IQuadRendererService] with context [Default] with an instance of type [QuadRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuadRendererManager+c__Iterator4B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:304 STACKBinding service [IPlanetoidRendererService] with context [Battle] with an instance of type [PlanetoidRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager+c__Iterator4AB:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:304 STACKBinding service [IQuadRendererService] with context [GalaxyScanView] with an instance of type [QuadRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuadRendererManager+c__Iterator4B1:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:304 STACKAudio receiver #1 has been initialized.

    Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:349 STACKIn Technique Default, all galaxy view technique ancillaries have been ignited

    GalaxyViewTechnique+c__Iterator4E4:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:349 STACKLoading the render view technique...

    GalaxyView+c__Iterator4E2:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:349 STACKIn Technique Default, Load

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:349 STACKIn Technique Default, load rendering technique ancillaries InstancingRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:349 STACKIn Technique Default, the ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:349 STACKIn Technique Default, load rendering technique ancillaries CircleRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:349 STACKIn Technique Default, the ancillary service 'CircleRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:349 STACKIn Technique Default, load rendering technique ancillaries LineRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:349 STACKIn Technique Default, the ancillary service 'LineRendererManager' has been loaded (in 0.0010001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, load rendering technique ancillaries CurvedLineRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, the ancillary service 'CurvedLineRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0070004 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0050003 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, load rendering technique ancillaries DiskRendererManagerDispatcher

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, the ancillary service 'DiskRendererManagerDispatcher' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, load rendering technique ancillaries FOWRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, the ancillary service 'FOWRendererManager' has been loaded (in 0.0200012 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, load rendering technique ancillaries ProbeLaunchingRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, the ancillary service 'ProbeLaunchingRenderer' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:350 STACKIn Technique Default, load rendering technique ancillaries DashRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:360 STACKIn Technique Default, the ancillary service 'DashRendererManager' has been loaded (in 0.0110006 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:360 STACKIn Technique Default, load rendering technique ancillaries EncodedMeshInTextureManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:366 STACKIn Technique Default, the ancillary service 'EncodedMeshInTextureManager' has been loaded (in 0.0100006 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:27:366 STACKIn Technique Default, load rendering technique ancillaries PastEncounterRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'PastEncounterRendererManager' has been loaded (in 0.0060003 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityFactory

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName46'

    GalaxyConstellation+c__Iterator4D9:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'GalaxyEntityFactory' has been loaded (in 0.2600149 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityMapping

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'GalaxyEntityMapping' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityCulling

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'GalaxyEntityCulling' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries GalaxyLayerController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'GalaxyLayerController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries PrimitiveMaskComputer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKBinding service [IPrimitiveMaskFilterService] with context [Default] with an instance of type [PrimitiveMaskComputer]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PrimitiveMaskComputer+c__Iterator4AD:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'PrimitiveMaskComputer' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0.001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, load rendering technique ancillaries LayerDependantMouseKeyController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:162 STACKIn Technique Default, the ancillary service 'LayerDependantMouseKeyController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries PathRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKStill waiting for service [ICurvedLineRendererService]

    PathRenderer+c__Iterator4AA:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'PathRenderer' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries GalaxyPositioning

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'GalaxyPositioning' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries RenderStatisticsService

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'RenderStatisticsService' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries VisibleDockingSlotRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'VisibleDockingSlotRepository' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyFleetRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'VisibleGalaxyFleetRepository' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyHangarRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'VisibleGalaxyHangarRepository' has been loaded (in 0.0010001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries AtlasManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'AtlasManager' has been loaded (in 0.0040002 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries GuiSelectedGarrisonsRepository

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'GuiSelectedGarrisonsRepository' has been loaded (in 0.0010001 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries TradeRouteRenderer

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'TradeRouteRenderer' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries FIDSIRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKBinding service [IFIDSIRendererService] with context [Default] with an instance of type [FIDSIRendererManager]

    Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    FIDSIRendererManager+c__Iterator49F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'FIDSIRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0 second(s)).

    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn HxTechnique(Clone) disabling default global shader keyword DEFAULT_RENDERER (push)

    GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PushInsideShaderKeyword()
    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKIn HxTechnique(Clone) enabling global shader keyword INGAME_RENDERER (push)

    GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
    GalaxyViewTechnique:PushInsideShaderKeyword()
    GalaxyViewTechnique+c__Iterator4E5:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:28:163 STACKGameClientState_GameLaunchedAndReady

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:201 STACK[ChatMessage] RECV: l:/_launching/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:201 STACK[ChatMessage] RECV: l:/_gameinprogress/True (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:set_GameInProgress(System.Reflection.ParameterInfo)
    GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:201 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:267 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000001, [Empire6]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:301 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000002, [Empire7]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:334 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000003, [Empire8]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:368 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000004, [Empire9]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:401 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000005, [Empire10]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:434 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000006, [Empire11]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:469 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000007, [Empire12]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:502 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000008, [Empire13]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:535 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000009, [Empire14]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:569 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000000A, [Empire15]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:602 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000000B, [Empire16]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:635 STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000000C, [Empire17]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator22D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:682 STACK[Population] Adding 0 AffinityVampirilis on the mothership #968, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:682 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:28:752 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:29:855 STACK[AI2] AI player state change from Deactivated to Deactivated for empire MajorEmpireSnapshot 0.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:44:29:905 STACK[AI2] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 1.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:44:29:932 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #1.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:29:932 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:29:939 STACK[AI2] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 2.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:44:29:988 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #2.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:29:988 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:29:995 STACK[AI2] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 3.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:44:30:022 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #3.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:023 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #3.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:056 STACK[AI2] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 4.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:44:30:072 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #4.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:073 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #4.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:090 STACK[AI2] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 5.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    SynchronizationJob:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:44:30:090 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 6.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:106 STACK[Profiling] GuiManager.OnGameCreated() - End (4236 ms)

    Amplitude.Unity.Gui.GuiManager+c__Iterator5F:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:44:30:106 STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #5.

    PlayerRepository:Unregister(System.Reflection.ParameterInfo)
    MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:106 STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #5.

    PlayerRepository:Register(System.Reflection.ParameterInfo)
    MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
    GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:106 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 7.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:106 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 8.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:123 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 9.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:123 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 10.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:140 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 11.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:156 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 12.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:156 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 13.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:190 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 14.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:190 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 15.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:190 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 16.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:207 STACK[AI2] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 17.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:207 STACK[AI2] AI player state change from Deactivated to Full for empire LesserEmpireSnapshot 18.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.LesserEmpire.AIPlayer_LesserEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:223 STACK[AI2] AI player state change from Deactivated to Full for empire PirateEmpireSnapshot 19.

    Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.PirateEmpire.AIPlayer_PirateEmpire:Initialize(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:423 STACK[AI2] AIScheduler initialized

    Amplitude.AI.Core.AIScheduler:InitializeAsync()

19:44:30:423 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:44:30:724 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:44:30:741 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:775 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:775 STACK[Quest] Adding global quest variable: $CraversSystem = System.Collections.Generic.List`1[System.Object] for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:775 STACK[Quest] Adding global quest variable: $QuestSystem = System.Collections.Generic.List`1[System.Object] for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:775 STACK[Quest] Adding global quest variable: $RebelSystem = System.Collections.Generic.List`1[System.Object] for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:775 STACK[Quest] Adding global quest variable: $ENFERSystem = System.Collections.Generic.List`1[System.Object] for empire 2

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:30:841 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:44:30:841 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:44:31:338 STACKGameClientState_Introduction

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Introduction:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:31:338 STACKGameClientState_IntroductionVideo.

    GameClientState_Introduction:PlayIntroductionVideo()
    GameClientState_Introduction:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:44:31:338 STACKPlaying introduction video 'C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/EndlessSpace2_Data/StreamingAssets\Movies/Factions/Terrans_Intro.mp4'...

    GameClientState_Introduction:PlayIntroductionVideo()
    GameClientState_Introduction:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:006 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:055 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:055 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:056 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:45:50:073 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000000F, Ticket: 00000001

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:105 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000010, Ticket: 00000002

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:239 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000014, Ticket: 00000003

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:256 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:45:50:273 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000015, Ticket: 00000004

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:306 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000016, Ticket: 00000005

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:339 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000017, Ticket: 00000006

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:372 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000018, Ticket: 00000007

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:405 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000019, Ticket: 00000008

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:439 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001A, Ticket: 00000009

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:472 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001B, Ticket: 0000000A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:507 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001C, Ticket: 0000000B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:539 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001D, Ticket: 0000000C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:573 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001E, Ticket: 0000000D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:606 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001F, Ticket: 0000000E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:640 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000020, Ticket: 0000000F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:673 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000021, Ticket: 00000010

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:706 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000022, Ticket: 00000011

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:740 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000023, Ticket: 00000012

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:773 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000024, Ticket: 00000013

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:807 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000025, Ticket: 00000014

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:841 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000026, Ticket: 00000015

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:873 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000027, Ticket: 00000016

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:907 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000028, Ticket: 00000017

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:940 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000029, Ticket: 00000018

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:50:974 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002A, Ticket: 00000019

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:007 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002B, Ticket: 0000001A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:040 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002C, Ticket: 0000001B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:074 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002D, Ticket: 0000001C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:108 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002E, Ticket: 0000001D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:141 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002F, Ticket: 0000001E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:208 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000031, Ticket: 0000001F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:342 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000034, Ticket: 00000020

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:760 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000003D, Ticket: 00000021

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:810 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000003E, Ticket: 00000022, [Empire1], ConstructibleElementName: TechnologyDefinitionUnique1Horatio, ConstructionGameEntityGUID: 1177, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:924 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000040, Ticket: 00000024, [Empire1]: root.unset Toward Empire#0 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:51:961 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000041, Ticket: 00000025, [Empire1]: root.unset Toward Empire#2 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:52:011 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000042, Ticket: 00000026, [Empire1]: root.unset Toward Empire#3 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:52:061 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000043, Ticket: 00000027, [Empire1]: root.unset Toward Empire#4 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:52:112 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000044, Ticket: 00000028, [Empire1]: root.unset Toward Empire#5 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:52:445 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000004B, Ticket: 0000002F, [Empire2], ConstructibleElementName: TechnologyDefinitionUnique1Sophons, ConstructionGameEntityGUID: 1183, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:52:596 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000004E, Ticket: 00000032, [Empire2]: root.unset Toward Empire#0 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:52:645 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000004F, Ticket: 00000033, [Empire2]: root.unset Toward Empire#1 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:52:695 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000050, Ticket: 00000034, [Empire2]: root.unset Toward Empire#3 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:52:745 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000051, Ticket: 00000035, [Empire2]: root.unset Toward Empire#4 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:52:795 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000052, Ticket: 00000036, [Empire2]: root.unset Toward Empire#5 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:046 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000057, Ticket: 0000003B, [Empire3], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 1188, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:147 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000059, Ticket: 0000003D, [Empire3]: root.unset Toward Empire#0 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:197 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000005A, Ticket: 0000003E, [Empire3]: root.unset Toward Empire#1 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:247 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000005B, Ticket: 0000003F, [Empire3]: root.unset Toward Empire#2 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:297 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000005C, Ticket: 00000040, [Empire3]: root.unset Toward Empire#4 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:347 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000005D, Ticket: 00000041, [Empire3]: root.unset Toward Empire#5 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:697 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000064, Ticket: 00000048, [Empire4], ConstructibleElementName: TechnologyDefinitionMilitary1, ConstructionGameEntityGUID: 1194, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:748 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000065, Ticket: 00000049, [Empire4]: root.unset Toward Empire#0 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:798 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000066, Ticket: 0000004A, [Empire4]: root.unset Toward Empire#1 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:848 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000067, Ticket: 0000004B, [Empire4]: root.unset Toward Empire#2 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:922 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000068, Ticket: 0000004C, [Empire4]: root.unset Toward Empire#3 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:53:965 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000069, Ticket: 0000004D, [Empire4]: root.unset Toward Empire#5 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:54:216 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000006E, Ticket: 00000052, [Empire5], ConstructibleElementName: TechnologyDefinitionScienceAndExploration2, ConstructionGameEntityGUID: 1198, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:54:366 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000071, Ticket: 00000055, [Empire5]: root.unset Toward Empire#0 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:54:431 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000072, Ticket: 00000056, [Empire5]: root.unset Toward Empire#1 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:54:466 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000073, Ticket: 00000057, [Empire5]: root.unset Toward Empire#2 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:54:516 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000074, Ticket: 00000058, [Empire5]: root.unset Toward Empire#3 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:54:566 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000075, Ticket: 00000059, [Empire5]: root.unset Toward Empire#4 because

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:54:834 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:55:252 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:55:452 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:55:519 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000080, Ticket: 00000064

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:55:570 STACK[AI2] Sync took 5.3003032 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:45:55:570 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:45:55:853 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000081, [Empire1], Entity index: 1

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:56:171 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000082, [Empire1], Entity index: 2

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:56:254 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:45:57:090 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000008B, [Empire2], Entity index: 2

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:57:356 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000008C, Ticket: 0000006D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:57:390 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000008D, [Empire3], Entity index: 2

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:57:827 STACK[TutorialPanel] OnHeaderGroupMouseEnterCb

    TutorialPopupPanel:OnHeaderGroupMouseEnterCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:MouseEnter(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:45:57:909 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000008E, [Empire4], Entity index: 1

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:57:958 STACK[TutorialPanel] OnHeaderGroupMouseLeaveCb

    TutorialPopupPanel:OnHeaderGroupMouseLeaveCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:MouseLeave(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:45:58:092 STACK[TutorialPanel] OnHeaderGroupMouseEnterCb

    TutorialPopupPanel:OnHeaderGroupMouseEnterCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:MouseEnter(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:45:58:359 STACK[TutorialPanel] OnToggleSelfCb

    TutorialPopupPanel:OnToggleSelfCb()
    TutorialPopupPanel:OnClickMinimizeCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:45:58:579 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:45:58:593 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:58:726 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:58:894 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:58:961 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:45:58:961 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:45:58:977 STACK[TutorialPanel] OnToggleSelfCb

    TutorialPopupPanel:OnToggleSelfCb()
    TutorialPopupPanel:OnClickMinimizeCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:45:59:308 STACK[TutorialPanel] OnHeaderGroupMouseLeaveCb

    TutorialPopupPanel:OnHeaderGroupMouseLeaveCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:MouseLeave(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:45:59:646 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:45:59:679 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000008F, Ticket: 0000006E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:59:713 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000090, Ticket: 0000006F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:45:59:896 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000093, Ticket: 00000072, [Empire2], ConstructibleElementName: TechnologyDefinitionMilitary1, ConstructionGameEntityGUID: 1213, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:00:050 STACK[Order] OrderColonizeWithDust::DepartmentOfTheInterior/OrderColonizeWithDust#00000096, Ticket: 00000075, [Empire4], PlanetGUID: 403, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 1219, ColonizedStarsystemGUID: 1218, ColonizedPlanetGUID: 1220, PropagandaGUID: 1221, MoneyCost: 200.3356

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:00:050 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:00:050 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:00:050 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator220:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:00:062 STACK[TutorialPanel] OnValidateButtonCb

    TutorialPopupPanel:OnValidateButtonCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:46:01:849 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:01:866 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:01:983 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:02:101 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:02:270 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:02:270 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:02:769 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:02:769 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:02:769 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:02:930 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:02:930 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:02:930 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:02:930 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:03:054 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:03:088 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000000A5, Ticket: 0000007B, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:03:188 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000A8, Ticket: 0000007E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:03:241 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000A9, Ticket: 0000007F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:03:356 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000AB, Ticket: 00000081

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:05:263 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:05:293 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:05:494 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:05:732 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:05:865 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:05:865 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:05:929 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000000AC, Ticket: 00000082, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:06:063 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000AE, Ticket: 00000083

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:06:230 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000AF, Ticket: 00000084

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:06:564 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:06:631 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000000B0, Ticket: 00000085, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:06:698 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000000B1, Ticket: 00000086, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:06:909 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B3, [Empire4], Entity index: 5

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:08:757 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:08:790 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:08:988 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:09:186 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:09:345 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:09:345 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:09:390 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000000B4, Ticket: 00000088, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:09:449 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000000B5, Ticket: 00000089, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:09:584 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000B7, Ticket: 0000008A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:09:816 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000B8, Ticket: 0000008B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:09:952 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:10:020 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000000B9, Ticket: 0000008C, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:12:166 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:12:198 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:12:397 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:12:596 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:12:663 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:12:663 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:12:729 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000000BB, Ticket: 0000008E, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:13:144 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000BC, Ticket: 0000008F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:13:366 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:15:408 STACK[TutorialPanel] OnValidateButtonCb

    TutorialPopupPanel:OnValidateButtonCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:46:15:557 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:15:585 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:15:796 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:15:989 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:16:052 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:16:052 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:16:872 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:18:165 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:18:165 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:18:235 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000BE, Ticket: 00000090

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:18:301 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000BF, Ticket: 00000091

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:18:369 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000C0, Ticket: 00000092

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:18:369 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:18:401 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:18:651 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:18:862 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:18:963 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:18:963 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:19:867 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:20:776 STACK[TutorialPanel] OnValidateButtonCb

    TutorialPopupPanel:OnValidateButtonCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:46:50:756 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:50:756 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:50:956 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:50:973 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:51:089 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:51:223 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:51:358 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:51:359 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:52:259 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:53:649 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:53:649 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:53:849 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:53:880 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:54:013 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:54:398 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:54:499 STACK[AI2] Sync took 0.6450369 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:54:499 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:55:201 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:57:406 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:57:423 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:57:540 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:57:657 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:46:57:812 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:57:812 STACK[AI2] [MainState] Start decision number 12 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:46:58:609 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:03:304 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:03:304 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:03:504 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:03:591 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:03:688 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:03:838 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:04:013 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:04:014 STACK[AI2] [MainState] Start decision number 13 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:04:811 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:06:996 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:06:996 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:07:196 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:07:230 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:07:354 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:07:497 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:07:598 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:07:598 STACK[AI2] [MainState] Start decision number 14 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:08:419 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:14:399 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:14:399 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:14:599 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:14:633 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:14:750 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:14:866 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:15:001 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:15:001 STACK[AI2] [MainState] Start decision number 15 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:15:802 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:17:207 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:17:207 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:17:423 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:17:440 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:17:556 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:17:690 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:17:808 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:17:808 STACK[AI2] [MainState] Start decision number 16 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:17:893 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000C7, [Empire0], Entity index: 5

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:18:511 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:20:697 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:20:730 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:20:864 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:21:048 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:21:199 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:21:200 STACK[AI2] [MainState] Start decision number 17 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:22:101 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:22:201 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:22:201 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:22:419 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:22:435 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:22:552 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:22:686 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:22:803 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:22:803 STACK[AI2] [MainState] Start decision number 18 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:23:605 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:32:908 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:32:908 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:33:112 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:33:129 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:33:262 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:33:379 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:33:513 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:33:513 STACK[AI2] [MainState] Start decision number 19 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:34:048 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000CA, Ticket: 00000097

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:34:229 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:34:301 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000CC, Ticket: 00000098

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:34:434 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000CD, Ticket: 00000099

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:36:452 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:36:509 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:36:850 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:37:570 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:37:669 STACK[AI2] Sync took 1.171067 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:37:669 STACK[AI2] [MainState] Start decision number 20 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:38:489 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:40:921 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:40:921 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:41:008 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000CE, [Empire0], ConstructibleElementName: TechnologyDefinitionScienceAndExploration2, ConstructionGameEntityGUID: 1240, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:41:097 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:41:186 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:41:186 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000CF, Ticket: 0000009A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:41:362 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000D0, Ticket: 0000009B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:41:525 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000D1, Ticket: 0000009C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:42:116 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:42:601 STACK[AI2] Sync took 1.5000858 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:42:601 STACK[AI2] [MainState] Start decision number 21 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:42:681 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:43:426 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:45:608 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:45:662 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:45:977 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:46:303 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:47:46:303 STACK[AI2] Sync took 0.7060404 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:46:303 STACK[AI2] [MainState] Start decision number 22 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:47:47:258 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:11:303 STACK[TutorialPanel] OnValidateButtonCb

    TutorialPopupPanel:OnValidateButtonCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:48:25:229 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:25:229 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:25:422 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:25:507 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:25:742 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:25:945 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:26:013 STACK[AI2] Sync took 0.6030345 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:26:013 STACK[AI2] [MainState] Start decision number 23 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:26:914 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:27:516 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:27:516 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:27:715 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:27:748 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:27:948 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:28:182 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:28:215 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:28:216 STACK[AI2] [MainState] Start decision number 24 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:29:020 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:34:314 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:34:314 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:34:533 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:34:540 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:34:665 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:34:781 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:34:932 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:34:932 STACK[AI2] [MainState] Start decision number 25 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:35:720 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:42:719 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:42:719 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:42:920 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:42:952 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:43:153 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:43:356 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:48:43:423 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:43:423 STACK[AI2] [MainState] Start decision number 26 (state: Main, turn: 0)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:44:544 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:48:46:283 STACK[HxFxSystemComponentTextureAtlasManager] assigning texture mapping CP to global name [_AtlasTexCoords].

    Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:PreEvolve(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Graphics.HxFxSystemManager:PreEvolve()
    Amplitude.Unity.Graphics.HxFxSystemManager:OnPreRenderHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreRender()

19:48:46:739 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

19:48:46:739 STACKIn [SS_Heroes_03] Unable to find sub game object [Dummy_Root/Base]

    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

19:48:46:739 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

19:48:46:739 STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull03]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

19:48:51:440 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

19:48:51:440 STACKIn [SS_Heroes_03] Unable to find sub game object [Dummy_Root/Base]

    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

19:48:51:440 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

19:48:51:440 STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull03]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

19:48:52:398 STACKAudio bank B_Heroes has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    HeroInspectionModalWindow:Unbind()
    HeroInspectionModalWindow:OnEndHide()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:49:04:657 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:04:707 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:04:724 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:04:724 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:04:790 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:04:941 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:04:990 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:04:990 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:024 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:040 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:107 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:418 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:418 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:489 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.50 Politics02 = 0.45 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.05 Politics00 = 0.00 TOTAL_SCORE = 20.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:555 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.07 Politics02 = 0.60 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.33 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 28.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:602 STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 2

    DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo)
    Empire:NotifyUnlock(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator209:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:609 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.03 Politics02 = 0.77 Politics03 = 0.03 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 61.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:670 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.13 Politics02 = 0.75 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.06 Politics00 = 0.00 TOTAL_SCORE = 16.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:703 STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 4

    DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo)
    Empire:NotifyUnlock(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator209:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:719 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.06 Politics02 = 0.65 Politics03 = 0.19 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 31.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:05:808 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.47 Politics03 = 0.13 Politics04 = 0.00 Politics05 = 0.40 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 7.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:277 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:277 STACK[ChatMessage] RECV: l:/_turn/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:410 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:510 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:527 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:544 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:544 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:544 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:577 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:577 STACKSynchronizationState = Synchronized

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:577 STACKPlayerInTransition = False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:577 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:578 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:06:578 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:103 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:103 STACK[ChatMessage] RECV: l:/_turn/1 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:116 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:117 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:117 STACKSynchronizationState = Synchronized

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:117 STACKPlayerInTransition = False

    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:117 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:117 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:117 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:129 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:229 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:229 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:397 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:07:914 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:07:914 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:07:933 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:014 STACK[AI2] Sync took 0.6040345 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:08:014 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:08:499 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:550 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:550 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:567 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000DA, Ticket: 0000009F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:600 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000DB, Ticket: 000000A0

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:632 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000DC, Ticket: 000000A1

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:666 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000DD, Ticket: 000000A2

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:699 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000DE, Ticket: 000000A3

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:732 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000DF, Ticket: 000000A4

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:766 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000E0, Ticket: 000000A5

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:799 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000E1, Ticket: 000000A6

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:799 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:08:833 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000E2, Ticket: 000000A7

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:866 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000E3, Ticket: 000000A8

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:900 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000E4, Ticket: 000000A9

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:933 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000E5, Ticket: 000000AA

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:08:966 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000E6, Ticket: 000000AB

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:09:000 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000E7, Ticket: 000000AC

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:09:434 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000F4, Ticket: 000000B9, [Empire2], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment3, ConstructionGameEntityGUID: 1241, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:09:568 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000F8, Ticket: 000000BD, [Empire4], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment2, ConstructionGameEntityGUID: 1245, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:09:797 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000FB, [Empire1], Entity index: 9

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:09:835 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000FC, [Empire5], Entity index: 8

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:10:252 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000FD, [Empire3], Entity index: 8

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:11:004 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:11:021 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:11:138 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:11:305 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:11:405 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:11:406 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:12:107 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:14:313 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:14:347 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:14:464 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:14:614 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:14:705 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:14:705 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:14:970 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000108, [Empire0], Entity index: 13

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:15:400 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000109, Ticket: 000000CA

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:15:468 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000010A, Ticket: 000000CB

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:15:501 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:17:706 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:17:739 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:17:962 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:18:208 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:18:308 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:18:308 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:18:609 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000010C, Ticket: 000000CD

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:19:009 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:19:079 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000010D, Ticket: 000000CE, [Empire5]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:21:215 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:21:248 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:21:448 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:21:684 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:21:816 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:21:816 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:21:866 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000010F, Ticket: 000000D0, [Empire5]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:21:959 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000111, Ticket: 000000D1

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:22:501 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:22:534 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000112, Ticket: 000000D2, [Empire5]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:24:336 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Phaeton I

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:49:24:749 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:24:837 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:25:392 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:25:492 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Phaeton II

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:49:25:894 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:26:027 STACK[AI2] Sync took 1.3000743 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:26:027 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:26:092 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000113, Ticket: 000000D3, [Empire5]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:26:562 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Phaeton III

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:49:27:170 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:29:368 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:29:400 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:29:573 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:29:834 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:29:969 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:29:969 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:30:871 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:34:063 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:34:063 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:34:264 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:34:280 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:34:414 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:34:581 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:34:664 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:34:664 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:35:467 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:35:668 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:35:668 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:35:867 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:35:886 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:36:051 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:36:252 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:36:372 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:36:372 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:37:157 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:39:377 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:39:394 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:39:527 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:39:711 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:39:862 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:39:862 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:40:662 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:42:868 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:42:903 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:43:035 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:43:187 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:43:287 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:43:287 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 1)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:44:072 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:55:133 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:55:183 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:55:216 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:55:216 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:55:283 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:55:438 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:55:517 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:55:517 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:55:533 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:55:567 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:55:633 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:56:018 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:56:018 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:56:119 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.46 Politics02 = 0.44 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 24.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:56:219 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.07 Politics02 = 0.60 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.33 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 28.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:56:285 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.03 Politics02 = 0.77 Politics03 = 0.03 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 61.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:56:385 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.11 Politics02 = 0.78 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.06 Politics00 = 0.00 TOTAL_SCORE = 18.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:56:485 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.06 Politics02 = 0.67 Politics03 = 0.18 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 33.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:56:588 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.47 Politics03 = 0.21 Politics04 = 0.00 Politics05 = 0.32 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 9.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:221 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:221 STACK[ChatMessage] RECV: l:/_turn/2 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:304 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000011A, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:304 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:354 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000011B, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:354 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:405 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000011C, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:405 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:672 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:825 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:858 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:878 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:878 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:878 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:923 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:57:923 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:183 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:183 STACK[ChatMessage] RECV: l:/_turn/2 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:191 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:191 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:191 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:223 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:342 STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#00000122, initiator empire index: 14, target empire index: 0, new diplomatic relation: DiplomaticRelationStateMinorNeutral

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator419:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:407 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:407 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:559 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:58:991 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:58:991 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:59:020 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:49:59:092 STACK[AI2] Sync took 0.5020287 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:49:59:092 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 2)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:00:195 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:00:306 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:00:306 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:00:329 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000123, Ticket: 000000D9

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:00:396 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:01:065 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000012E, Ticket: 000000E4, [Empire3], ConstructibleElementName: TechnologyDefinitionUnique1Cravers, ConstructionGameEntityGUID: 1262, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:01:132 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000012F, Ticket: 000000E5, [Empire4], ConstructibleElementName: TechnologyDefinitionUnique1Venetians, ConstructionGameEntityGUID: 1263, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:01:200 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000130, Ticket: 000000E6, [Empire5], ConstructibleElementName: TechnologyDefinitionUnique1Vampirilis, ConstructionGameEntityGUID: 1264, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:01:665 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000137, [Empire3], Entity index: 13

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:01:732 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000138, [Empire5], Entity index: 14

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:01:800 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000139, [Empire1], Entity index: 15

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:02:133 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000013A, [Empire4], Entity index: 14

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:02:367 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:02:401 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:02:618 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:02:818 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:02:969 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:02:969 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 2)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:03:670 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:03:687 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000013B, Ticket: 000000ED

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:05:368 STACKUnload material OceanPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:50:05:368 STACKUnload material IcePlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:50:06:336 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:06:363 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:06:452 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Nihal I

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:50:06:485 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:06:593 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:06:743 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000141, Ticket: 000000F3

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:06:743 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:06:743 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 2)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:06:775 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:06:775 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:06:775 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:06:775 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:06:775 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:06:868 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000144, Ticket: 000000F4

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:06:962 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Nihal II

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:50:07:280 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Nihal III

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:50:07:446 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:09:634 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:09:651 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:09:751 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:09:887 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:10:035 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:10:035 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 2)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:10:838 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:13:060 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:13:077 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:13:193 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:13:344 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:13:445 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:13:445 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 2)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:14:147 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:16:383 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:16:458 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:16:928 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:17:477 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:17:477 STACK[AI2] Sync took 1.103063 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:17:478 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 2)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:18:411 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:37:824 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:37:824 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:37:843 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000014B, [Empire0], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade2, ConstructionGameEntityGUID: 1272, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:37:994 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:38:075 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:38:575 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:39:007 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:39:077 STACK[AI2] Sync took 1.1140637 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:39:077 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 2)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:39:878 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:42:150 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#0000014C, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:42:382 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:42:382 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:42:484 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000014F, [Empire0], Entity index: 15

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:42:584 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:42:618 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:42:817 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:43:051 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:50:43:085 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:43:085 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 2)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:50:44:188 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:16:587 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:16:587 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:16:787 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:16:803 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:16:970 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:17:156 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:17:304 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:17:304 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 2)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:18:089 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:19:175 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:19:235 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:19:259 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:19:259 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:19:325 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:19:477 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:19:559 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:19:560 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:19:593 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:19:609 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:19:693 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:20:160 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:20:161 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:20:233 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.43 Politics02 = 0.41 Politics03 = 0.12 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 25.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:20:328 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.06 Politics02 = 0.57 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.31 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 34.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:20:411 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.03 Politics02 = 0.78 Politics03 = 0.03 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 73.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:20:528 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.17 Politics02 = 0.60 Politics03 = 0.15 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 23.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:20:629 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.06 Politics02 = 0.69 Politics03 = 0.17 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 35.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:20:745 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.47 Politics03 = 0.21 Politics04 = 0.00 Politics05 = 0.32 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 9.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:21:365 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:21:365 STACK[ChatMessage] RECV: l:/_turn/3 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:21:530 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:21:682 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:21:699 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:21:731 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:21:731 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:21:731 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:21:781 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:21:782 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:22:027 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:22:027 STACK[ChatMessage] RECV: l:/_turn/3 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:22:041 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:22:041 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:22:041 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:22:066 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:22:216 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:22:216 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:22:633 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:23:034 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:23:058 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:23:084 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:23:135 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:23:135 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:24:020 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:24:104 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:24:104 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:24:120 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000153, Ticket: 000000FC

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:24:120 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:24:170 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000154, Ticket: 000000FD

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:24:672 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000015E, Ticket: 00000107, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration8, ConstructionGameEntityGUID: 1273, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:25:058 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000165, [Empire5], Entity index: 21

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:25:106 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000166, [Empire3], Entity index: 21

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:25:457 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000167, [Empire3], Entity index: 22

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:26:065 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:26:077 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:26:208 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:26:409 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:26:426 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000168, [Empire5], Entity index: 20

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:26:510 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:26:528 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:27:210 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:28:081 STACKUnload material TundraPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:51:28:081 STACKUnload material BarrenPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:51:29:251 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Nekkar I

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:51:29:484 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:29:500 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:29:599 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:29:617 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Nekkar II

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:51:29:717 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:29:851 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Nekkar III

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:51:29:884 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:29:884 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:30:023 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Nekkar IV

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:51:30:268 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000016D, Ticket: 00000112

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:30:319 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000016E, Ticket: 00000113

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:30:351 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000016F, Ticket: 00000114

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:30:419 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000170, Ticket: 00000115

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:30:586 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:32:776 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:32:791 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:32:908 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:33:075 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:33:191 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:33:191 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:33:660 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000174, Ticket: 00000119

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:33:692 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000175, Ticket: 0000011A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:33:726 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000176, Ticket: 0000011B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:33:877 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:33:910 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000177, Ticket: 0000011C, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:36:083 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:36:118 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:36:233 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:36:384 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:36:484 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:36:484 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:36:517 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000178, Ticket: 0000011D, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:36:618 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000017B, Ticket: 0000011F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:37:188 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:37:220 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000017D, Ticket: 00000121, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:39:391 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:39:400 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:39:559 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:39:726 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:39:743 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000180, [Empire0], Entity index: 26

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:39:893 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:39:893 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:39:943 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000181, Ticket: 00000124, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:40:579 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:41:898 STACKUnload material OceanPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:51:41:898 STACKUnload material DesertPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:51:41:898 STACKUnload material GasCloudlessPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:51:41:898 STACKUnload material SwampPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

19:51:42:936 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:42:959 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:43:046 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Heka I

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:51:43:075 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:43:190 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:43:342 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:43:342 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:43:429 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Heka II

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

19:51:44:035 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:46:240 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:46:258 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:46:414 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:46:525 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:46:642 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:46:642 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:47:335 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:49:753 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:49:765 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:49:900 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:50:084 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:50:151 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:50:151 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:50:854 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:53:059 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:53:075 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:53:176 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:53:309 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:53:460 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:53:460 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:54:161 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:55:138 STACKCould not find dynamic texture Bitmaps/Dynamic/Notifications/NotificationCuriosityDiscoveredLargePlanetResourceStrategic

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationCuriosityDiscovered:GetImage()
    NotificationWindow:Refresh()
    CuriosityDiscoveredNotificationWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:51:55:145 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000183, Ticket: 00000126

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:55:198 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000184, Ticket: 00000127

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:56:353 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:56:384 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:56:551 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:56:789 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:51:56:855 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:56:855 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:57:670 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:59:873 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:51:59:906 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:00:104 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:00:326 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:00:451 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:00:451 STACK[AI2] [MainState] Start decision number 12 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:01:180 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:03:352 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:03:385 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:03:586 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:03:824 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:03:857 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:03:857 STACK[AI2] [MainState] Start decision number 13 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:04:558 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:04:956 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000185, Ticket: 00000128, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:05:022 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000186, Ticket: 00000129, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:05:159 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000188, Ticket: 0000012A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:06:759 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:06:776 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:06:926 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:07:110 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:07:260 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:07:260 STACK[AI2] [MainState] Start decision number 14 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:07:962 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:10:152 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:10:168 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:10:319 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:10:486 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:10:556 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:10:556 STACK[AI2] [MainState] Start decision number 15 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:11:355 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:13:562 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:13:593 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:13:743 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:13:910 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:14:063 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:14:064 STACK[AI2] [MainState] Start decision number 16 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:14:866 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:17:051 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:17:068 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:17:213 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:17:352 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:17:470 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:17:470 STACK[AI2] [MainState] Start decision number 17 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:18:254 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:20:459 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:20:476 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:20:576 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:20:728 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:20:864 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:20:864 STACK[AI2] [MainState] Start decision number 18 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:21:900 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:24:119 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:24:153 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:24:398 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:24:604 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:24:706 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:24:706 STACK[AI2] [MainState] Start decision number 19 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:25:409 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:27:601 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:27:615 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:27:762 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:27:929 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:28:013 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:28:013 STACK[AI2] [MainState] Start decision number 20 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:28:716 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:30:905 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:30:937 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:31:087 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:31:253 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:31:420 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:31:420 STACK[AI2] [MainState] Start decision number 21 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:32:106 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:34:312 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:34:328 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:34:479 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:34:662 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:34:814 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:34:814 STACK[AI2] [MainState] Start decision number 22 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:35:517 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:37:703 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:37:738 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:37:853 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:37:987 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:38:104 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:38:104 STACK[AI2] [MainState] Start decision number 23 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:38:822 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:41:001 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:41:021 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:41:153 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:41:330 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:41:397 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:41:397 STACK[AI2] [MainState] Start decision number 24 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:42:097 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:44:305 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:44:355 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:44:453 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:44:603 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:44:696 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:44:696 STACK[AI2] [MainState] Start decision number 25 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:45:408 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:47:612 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:47:645 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:47:779 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:48:112 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:48:197 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:48:197 STACK[AI2] [MainState] Start decision number 26 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:48:898 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:51:104 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:51:138 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:51:287 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:51:521 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:51:621 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:51:621 STACK[AI2] [MainState] Start decision number 27 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:52:743 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:54:947 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:54:979 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:55:180 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:55:418 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:55:451 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:55:451 STACK[AI2] [MainState] Start decision number 28 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:56:249 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:58:438 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:58:454 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:58:607 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:58:790 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:52:58:839 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:58:839 STACK[AI2] [MainState] Start decision number 29 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:52:59:541 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:01:747 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:01:763 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:01:944 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:02:014 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:02:064 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:02:214 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:02:368 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:02:466 STACK[AI2] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:02:466 STACK[AI2] [MainState] Start decision number 30 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:03:151 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:05:339 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:05:353 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:05:490 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:05:691 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:05:850 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:05:850 STACK[AI2] [MainState] Start decision number 31 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:06:543 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:08:749 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:08:781 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:08:914 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:09:065 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:09:167 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:09:167 STACK[AI2] [MainState] Start decision number 32 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:09:850 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:12:039 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:12:066 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:12:206 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:12:423 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:12:540 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:12:540 STACK[AI2] [MainState] Start decision number 33 (state: Main, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:13:259 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:15:464 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:15:481 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:15:648 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:15:849 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:15:849 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:15:899 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:15:949 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:15:949 STACK[AI2] [MainState] Start decision number 34 (state: OthersWantToEndTheTurn, turn: 3)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:16:751 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:16:785 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:16:785 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:16:851 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:009 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:086 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:086 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:119 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:135 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:218 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:669 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:669 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:770 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.43 Politics02 = 0.43 Politics03 = 0.11 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 28.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:870 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.06 Politics02 = 0.57 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.31 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 34.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:17:937 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.03 Politics02 = 0.78 Politics03 = 0.03 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 73.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:18:005 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.11 Politics02 = 0.59 Politics03 = 0.16 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 37.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:18:137 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.06 Politics02 = 0.69 Politics03 = 0.17 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 35.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:18:254 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.48 Politics03 = 0.26 Politics04 = 0.00 Politics05 = 0.26 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 11.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:18:942 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:18:942 STACK[ChatMessage] RECV: l:/_turn/4 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:025 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000018E, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:025 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:073 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000018F, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:073 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:111 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000190, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:111 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:156 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000191, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:156 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:509 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:662 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:699 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:712 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:712 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:712 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:760 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:19:760 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:021 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:021 STACK[ChatMessage] RECV: l:/_turn/4 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:332 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:332 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:332 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:341 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:461 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:515 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000199, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:628 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:678 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000019C, [Empire14], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:778 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:828 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000019F, [Empire17], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:945 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:20:945 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:21:145 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:21:529 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:21:546 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:21:601 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:21:601 STACK[Quest] Adding global quest variable: $QuestSystem = System.Collections.Generic.List`1[System.Object] for empire 1

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:21:601 STACK[Quest] Adding global quest variable: $CrashPlanet = System.Collections.Generic.List`1[System.Object] for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:21:601 STACK[Quest] Adding global quest variable: $RebelSystem = System.Collections.Generic.List`1[System.Object] for empire 0

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:ActivateQuestTrigger(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ActivateTriggers(System.Reflection.ParameterInfo)
    QuestManager:ExecuteQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin+c__Iterator459:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:21:647 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:21:647 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:22:726 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:22:829 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:22:829 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:22:830 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:22:857 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000001A1, Ticket: 0000012E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:22:984 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:23:111 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:23:373 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000001A9, Ticket: 0000012F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:23:441 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000001AA, Ticket: 00000130

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:23:510 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000001AB, Ticket: 00000131

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:23:581 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000001AC, Ticket: 00000132

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:23:651 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000001AD, Ticket: 00000133

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:23:723 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001AE, Ticket: 00000134

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:23:798 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001AF, Ticket: 00000135

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:23:875 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000001B0, Ticket: 00000136

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:23:947 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000001B1, Ticket: 00000137

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:24:858 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:25:773 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001C0, Ticket: 00000146, [Empire1], ConstructibleElementName: TechnologyDefinitionScienceAndExploration4, ConstructionGameEntityGUID: 1314, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:26:506 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001C6, Ticket: 0000014C, [Empire5], ConstructibleElementName: TechnologyDefinitionScienceAndExploration4, ConstructionGameEntityGUID: 1322, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:26:874 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:27:676 STACK[Empire 7] OrderEntityAction preprocessing failed because SiegeStarSystemActionDefinition cannot be executed with given parameters.

    DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:27:859 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:28:358 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:28:423 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001D0, Ticket: 00000156

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:28:423 STACK[AI2] Sync took 3.602206 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:28:479 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:28:544 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D1, [Empire1], Entity index: 24

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:28:671 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D2, [Empire4], Entity index: 25

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:28:806 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D3, [Empire5], Entity index: 29

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:29:193 STACKNo MiniatureIcon defined for DroppableType DroppableString

    Droppable:get_CategoryIcon()
    QuestRewardItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestRewardsTable:BindRewardItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestRewardsTable:BuildRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestRewardsTable:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestChoicePanel:ShowObjective(System.Reflection.ParameterInfo)
    QuestChoicePanel:OnObjectiveSelected(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiRadioGroup:OnToggleSwitchCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    AgeControl:MouseDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:53:29:244 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001D4, Ticket: 00000157, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:29:381 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001D5, Ticket: 00000158, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:29:381 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:29:513 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001D6, Ticket: 00000159, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:30:053 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001DA, Ticket: 0000015D, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:30:326 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001DC, Ticket: 0000015F, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:30:464 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001DD, Ticket: 00000160, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:31:555 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:31:619 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:32:026 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:32:572 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:32:572 STACK[AI2] Sync took 1.0000572 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:32:572 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:32:707 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001E3, Ticket: 00000166, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:32:836 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001E4, Ticket: 00000167, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:32:951 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001E5, Ticket: 00000168, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:33:074 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001E6, Ticket: 00000169, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:33:136 STACK[OrderTriggerPopulationEvent] The population event named PopulationEventHoratio01.Ecologist cannot be found

    GameServer:TriggerPopulationEventPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:33:197 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001E7, Ticket: 0000016A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:33:324 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:33:493 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001E9, Ticket: 0000016B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:33:819 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:34:082 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001EE, Ticket: 0000016C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:34:212 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001EF, Ticket: 0000016D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:34:342 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001F0, Ticket: 0000016E, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:34:465 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001F1, Ticket: 0000016F, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:34:767 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001F3, Ticket: 00000171, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:34:854 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001F4, Ticket: 00000172

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:35:112 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001F6, Ticket: 00000174, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:35:567 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:35:625 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:35:753 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001F7, Ticket: 00000175, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:35:880 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000001F8, Ticket: 00000176, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:36:341 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:36:880 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:36:880 STACK[AI2] Sync took 1.3000744 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:36:880 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:37:014 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001F9, Ticket: 00000177, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:37:152 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001FA, Ticket: 00000178, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:37:501 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001FB, Ticket: 00000179, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:37:633 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001FC, Ticket: 0000017A, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:38:040 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:40:238 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:40:263 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:40:656 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:41:184 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:41:184 STACK[AI2] Sync took 1.0000572 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:41:184 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:41:983 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:44:182 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:44:230 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:44:625 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:45:089 STACK[AI2] Sync took 0.9000515 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:45:090 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:45:146 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:45:207 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000201, Ticket: 0000017F, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:45:336 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000202, Ticket: 00000180, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:45:820 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:48:015 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:48:112 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:48:477 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:48:888 STACK[AI2] Sync took 0.9000515 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:48:888 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:48:946 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:49:625 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:51:782 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:51:841 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:52:243 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:52:711 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:52:711 STACK[AI2] Sync took 0.9000515 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:52:711 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:53:528 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:55:736 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:55:799 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:56:115 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000203, Ticket: 00000181, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:56:245 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000204, Ticket: 00000182, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:56:506 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:56:971 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:53:57:029 STACK[AI2] Sync took 1.3000744 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:57:030 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:57:738 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:59:924 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:53:59:977 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:00:209 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:00:591 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:00:592 STACK[AI2] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:00:592 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:01:653 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:03:441 STACK[TutorialPanel] OnValidateButtonCb

    TutorialPopupPanel:OnValidateButtonCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:54:03:852 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:03:885 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:04:096 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:04:318 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:04:452 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:04:452 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:05:152 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:07:341 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:07:357 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:07:491 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:07:628 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:07:742 STACK[AI2] Sync took 0.401023 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:07:742 STACK[AI2] [MainState] Start decision number 12 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:08:462 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:10:649 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:10:671 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:10:799 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:10:949 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:11:050 STACK[AI2] Sync took 0.4070233 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:11:050 STACK[AI2] [MainState] Start decision number 13 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:11:758 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:13:953 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:14:017 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:14:357 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:14:673 STACKNo MiniatureIcon defined for DroppableType DroppableString

    Droppable:get_CategoryIcon()
    QuestRewardItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestRewardsTable:BindRewardItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestRewardsTable:BuildRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestRewardsTable:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestChoicePanel:ShowObjective(System.Reflection.ParameterInfo)
    QuestChoicePanel:OnObjectiveSelected(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiRadioGroup:OnToggleSwitchCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
    AgeControl:MouseDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseDown(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:54:14:793 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:14:854 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000205, Ticket: 00000183, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:14:854 STACK[AI2] Sync took 0.9000515 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:14:854 STACK[AI2] [MainState] Start decision number 14 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:14:968 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000206, Ticket: 00000184, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:15:592 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:17:780 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:17:835 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:18:206 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:18:623 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:18:683 STACK[AI2] Sync took 0.9000514 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:18:683 STACK[AI2] [MainState] Start decision number 15 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:19:463 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:21:663 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:21:695 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:21:896 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:22:131 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:22:163 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:22:163 STACK[AI2] [MainState] Start decision number 16 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:22:865 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:25:053 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:25:070 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:25:204 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:25:371 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:25:454 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:25:454 STACK[AI2] [MainState] Start decision number 17 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:26:173 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:28:365 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:28:395 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:28:531 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:28:679 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:28:757 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:28:758 STACK[AI2] [MainState] Start decision number 18 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:29:647 STACKNo MiniatureIcon defined for DroppableType DroppableString

    Droppable:get_CategoryIcon()
    QuestRewardItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestRewardsTable:BindRewardItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestRewardsTable:BuildRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestRewardsTable:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestChoicePanel:ShowObjective(System.Reflection.ParameterInfo)
    QuestChoicePanel+c__Iterator3CF:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:54:29:842 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:31:008 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000207, Ticket: 00000185, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:31:109 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000208, Ticket: 00000186, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:32:048 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:32:093 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:32:408 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:32:836 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:32:836 STACK[AI2] Sync took 0.8000457 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:32:836 STACK[AI2] [MainState] Start decision number 19 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:33:550 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:35:255 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000209, Ticket: 00000187, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:35:469 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000020B, Ticket: 00000188

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:35:790 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:35:822 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:36:133 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:36:516 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:36:566 STACK[AI2] Sync took 0.8000458 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:36:566 STACK[AI2] [MainState] Start decision number 20 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:37:259 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:39:439 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:39:473 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:39:607 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:39:757 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:39:857 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:39:857 STACK[AI2] [MainState] Start decision number 21 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:40:543 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:42:771 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:42:785 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:42:988 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:43:235 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:43:336 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:43:336 STACK[AI2] [MainState] Start decision number 22 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:44:203 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:46:394 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:46:458 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:46:781 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:47:143 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:47:194 STACK[AI2] Sync took 0.8090462 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:47:194 STACK[AI2] [MainState] Start decision number 23 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:47:868 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:50:109 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:50:205 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:50:690 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:51:193 STACK[AI2] Sync took 1.1030631 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:51:193 STACK[AI2] [MainState] Start decision number 24 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:51:275 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:51:869 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:54:128 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:54:215 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:54:749 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:55:271 STACK[AI2] Sync took 1.2020687 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:55:271 STACK[AI2] [MainState] Start decision number 25 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:55:359 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:56:519 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:58:611 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:58:697 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:59:206 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:54:59:738 STACK[AI2] Sync took 1.1000629 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:59:738 STACK[AI2] [MainState] Start decision number 26 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:54:59:826 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:00:447 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:02:685 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:02:769 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:03:292 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:03:823 STACK[AI2] Sync took 1.2010687 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:03:823 STACK[AI2] [MainState] Start decision number 27 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:03:909 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:04:615 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:05:769 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000020C, [Empire0], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment2, ConstructionGameEntityGUID: 1336, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:06:887 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:06:955 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:07:259 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:07:646 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:07:744 STACK[AI2] Sync took 0.9000514 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:07:744 STACK[AI2] [MainState] Start decision number 28 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:08:446 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:09:782 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#0000020D, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:10:620 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:10:651 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:10:851 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:11:086 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:11:120 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:11:120 STACK[AI2] [MainState] Start decision number 29 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:11:654 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000020F, [Empire0], Entity index: 29

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:11:823 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:14:043 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:14:059 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:14:209 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:14:393 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:14:527 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:14:527 STACK[AI2] [MainState] Start decision number 30 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:15:228 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:17:417 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:17:433 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:17:567 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:17:700 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:17:835 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:17:835 STACK[AI2] [MainState] Start decision number 31 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:18:520 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:20:726 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:20:759 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:20:909 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:21:093 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:21:221 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:21:221 STACK[AI2] [MainState] Start decision number 32 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:22:280 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:24:485 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:24:502 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:24:636 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:24:803 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:24:887 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:24:887 STACK[AI2] [MainState] Start decision number 33 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:25:573 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:27:777 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:27:795 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:27:904 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:28:050 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:28:182 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:28:182 STACK[AI2] [MainState] Start decision number 34 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:28:209 STACKCould not find dynamic texture Bitmaps/Dynamic/Notifications/NotificationCuriosityDiscoveredLargePlanetResourceStrategic

    AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NotificationCuriosityDiscovered:GetImage()
    NotificationWindow:Refresh()
    CuriosityDiscoveredNotificationWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:55:28:276 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000211, Ticket: 0000018B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:28:982 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:31:185 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:31:214 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:31:351 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:31:485 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:31:586 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:31:586 STACK[AI2] [MainState] Start decision number 35 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:32:279 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:34:478 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:34:496 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:34:744 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:34:978 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:35:078 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:35:078 STACK[AI2] [MainState] Start decision number 36 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:35:775 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:37:615 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:37:615 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:37:615 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:37:615 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:37:615 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:37:654 STACKTrying to refresh a GarrisonPanel with a null Garrison.

    GarrisonPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:55:37:714 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000214, Ticket: 0000018C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:38:002 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:38:036 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:38:235 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:38:504 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:38:573 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:38:573 STACK[AI2] [MainState] Start decision number 37 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:39:276 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:41:346 STACK[TutorialPanel] OnValidateButtonCb

    TutorialPopupPanel:OnValidateButtonCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:55:41:478 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:41:494 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:41:635 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:41:798 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:41:891 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:41:892 STACK[AI2] [MainState] Start decision number 38 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:42:579 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:44:493 STACKThe property Politics01ToPolitics01 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:55:44:494 STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:55:44:503 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000217, Ticket: 0000018D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:44:579 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000218, Ticket: 0000018E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:44:782 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:44:824 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:45:093 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:45:397 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:45:492 STACK[AI2] Sync took 0.7070405 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:45:492 STACK[AI2] [MainState] Start decision number 39 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:46:295 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:48:497 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:48:535 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:48:660 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:48:896 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:48:995 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:48:995 STACK[AI2] [MainState] Start decision number 40 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:49:227 STACK[TutorialPanel] OnValidateButtonCb

    TutorialPopupPanel:OnValidateButtonCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:55:49:799 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:52:006 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:52:032 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:52:162 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:52:636 STACK[TutorialPanel] OnValidateButtonCb

    TutorialPopupPanel:OnValidateButtonCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

19:55:52:675 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:52:832 STACK[AI2] Sync took 0.8340477 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:52:832 STACK[AI2] [MainState] Start decision number 41 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:53:539 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:55:747 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:55:779 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:55:913 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:56:048 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:56:164 STACK[AI2] Sync took 0.402023 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:56:164 STACK[AI2] [MainState] Start decision number 42 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:56:965 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:59:170 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:59:187 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:59:309 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:59:462 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:55:59:571 STACK[AI2] Sync took 0.402023 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:55:59:571 STACK[AI2] [MainState] Start decision number 43 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:00:292 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:02:499 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:02:511 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:02:617 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:02:762 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:02:898 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:02:898 STACK[AI2] [MainState] Start decision number 44 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:03:681 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:05:884 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:05:909 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:06:058 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:06:229 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:06:286 STACK[AI2] Sync took 0.4050232 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:06:286 STACK[AI2] [MainState] Start decision number 45 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:06:993 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:09:024 STACKThe property Politics01ToPolitics01 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:56:09:025 STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:56:09:202 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:09:233 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:09:390 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:09:612 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:09:696 STACK[AI2] Sync took 0.5010287 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:09:696 STACK[AI2] [MainState] Start decision number 46 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:10:916 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:13:109 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:13:143 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:13:338 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:13:560 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:13:612 STACK[AI2] Sync took 0.5020287 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:13:612 STACK[AI2] [MainState] Start decision number 47 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:14:311 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:16:518 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:16:549 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:16:749 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:17:016 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:17:117 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:17:117 STACK[AI2] [MainState] Start decision number 48 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:17:821 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:20:034 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:20:068 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:20:295 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:20:542 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:20:611 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:20:611 STACK[AI2] [MainState] Start decision number 49 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:21:342 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:22:335 STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000021A, [Empire0], context guid: 647, contruction guid: 1347

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1D0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:23:523 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:23:556 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:23:775 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:24:069 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:24:220 STACK[AI2] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:24:220 STACK[AI2] [MainState] Start decision number 50 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:25:034 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:27:238 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:27:280 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:27:537 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:27:885 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:27:926 STACK[AI2] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:27:926 STACK[AI2] [MainState] Start decision number 51 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:28:711 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:30:930 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:31:010 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:31:193 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:31:421 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:31:519 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:31:519 STACK[AI2] [MainState] Start decision number 52 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:32:224 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:34:168 STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000021C, [Empire0], context guid: 647, contruction guid: 1349

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1D0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:34:427 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:34:469 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:34:660 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:34:894 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:35:028 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:35:028 STACK[AI2] [MainState] Start decision number 53 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:35:831 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:38:041 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:38:041 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:38:255 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:38:790 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:38:823 STACK[AI2] Sync took 0.8010458 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:38:824 STACK[AI2] [MainState] Start decision number 54 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:39:625 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:41:857 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:41:864 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:42:078 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:42:336 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:42:443 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:42:443 STACK[AI2] [MainState] Start decision number 55 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:43:139 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:45:319 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:45:353 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:45:553 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:45:798 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:45:820 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:45:821 STACK[AI2] [MainState] Start decision number 56 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:46:624 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:48:814 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:48:828 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:48:980 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:49:147 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:49:230 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:49:230 STACK[AI2] [MainState] Start decision number 57 (state: Main, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:49:915 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:52:138 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:52:211 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:52:355 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:52:355 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:52:558 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:52:558 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:52:623 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:52:623 STACK[AI2] [MainState] Start decision number 58 (state: OthersWantToEndTheTurn, turn: 4)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:53:425 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:53:474 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:53:474 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:53:540 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:53:709 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:53:781 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:53:781 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:53:808 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:53:825 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:53:908 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:427 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:428 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ShipSection:Load(System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:429 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    Ship:AddSection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ship:Load()
    TradableShip:Load()
    GameClient+c__Iterator439:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:527 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:527 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:637 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.44 Politics02 = 0.37 Politics03 = 0.08 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 36.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:760 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.06 Politics02 = 0.57 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.31 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 34.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:54:894 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.77 Politics03 = 0.02 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 81.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:55:028 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.14 Politics02 = 0.52 Politics03 = 0.14 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.19 Politics00 = 0.00 TOTAL_SCORE = 42.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:55:162 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.06 Politics02 = 0.69 Politics03 = 0.17 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 35.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:55:295 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.43 Politics03 = 0.21 Politics04 = 0.00 Politics05 = 0.36 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 14.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:065 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:065 STACK[ChatMessage] RECV: l:/_turn/5 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:281 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:431 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:465 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:481 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:481 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:481 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:534 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:534 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:817 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:817 STACK[ChatMessage] RECV: l:/_turn/5 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:831 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:831 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:831 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:56:849 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:57:297 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:57:321 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000223, [Empire6], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:57:417 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:57:467 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000226, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:57:567 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:57:617 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000229, [Empire8], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:57:729 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:57:767 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000022C, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:57:868 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:57:918 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000022F, [Empire10], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:018 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:068 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000232, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:170 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:225 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000235, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:319 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:369 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000238, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:475 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:519 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000023B, [Empire16], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:653 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:653 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:58:805 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:59:305 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:59:338 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:59:360 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:56:59:412 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:56:59:412 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 5)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:00:390 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:457 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:458 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:474 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000023D, Ticket: 00000190

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:508 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000023E, Ticket: 00000191

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:508 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:00:557 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000023F, Ticket: 00000192

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:608 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000240, Ticket: 00000193

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:647 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000241, Ticket: 00000194

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:691 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000242, Ticket: 00000195

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:741 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000243, Ticket: 00000196

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:775 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000244, Ticket: 00000197

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:825 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000245, Ticket: 00000198

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:00:875 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000246, Ticket: 00000199

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:01:995 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000025F, Ticket: 000001B2, [Empire5], ConstructibleElementName: TechnologyDefinitionScienceAndExploration3, ConstructionGameEntityGUID: 1387, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:02:507 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:02:613 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:02:629 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:02:930 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000272, [Empire2], Entity index: 17

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:02:980 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000273, [Empire19], Entity index: 7

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:03:101 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000274, [Empire19], Entity index: 8

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:03:231 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000277, [Empire19], Entity index: 9

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:03:248 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:03:281 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:03:431 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:03:665 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:03:698 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000279, [Empire5], Entity index: 34

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:03:816 STACK[AI2] Sync took 1.2000686 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:03:816 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 5)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:04:267 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000027A, Ticket: 000001C7

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:04:398 STACK[AI2] Encounter 1384 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:57:04:553 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:04:601 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:04:686 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:04:702 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:06:807 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:06:824 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:06:975 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:07:158 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:07:309 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:07:309 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 5)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:07:893 STACK[AI2] Encounter 1384 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:57:07:927 STACK[AI2] Encounter 1384 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:57:08:114 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:08:229 STACKBegin encounter simulation ignition 68665

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:08:592 STACKEnd encounter simulation ignition 68667

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:08:629 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:08:735 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:08:735 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:08:796 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:09:079 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:09:096 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:09:097 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:09:213 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:09:732 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:09:765 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:09:765 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:09:865 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:10:408 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:10:443 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:10:515 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:10:551 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:10:551 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:10:691 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:10:799 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:10:983 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:100 STACK[AI2] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:11:100 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 5)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:11:284 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:301 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:301 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:373 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:536 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:566 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:566 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:619 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:619 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:752 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:752 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:841 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:11:886 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:11:986 STACKBegin encounter simulation ignition 68808

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:12:323 STACKEnd encounter simulation ignition 68810

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:12:354 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:12:437 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:12:437 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:12:487 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:12:738 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:12:771 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:12:772 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:12:855 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:360 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:375 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:408 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:408 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:408 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:507 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:523 STACK[AI2] [MainState] Partial Synchronization started on state OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:13:540 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:540 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:624 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:640 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:640 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:743 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:807 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:940 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:13:940 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:14:027 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:14:027 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:14:027 STACK[AI2] [MainState] Start decision number 5 (state: OthersWantToEndTheTurn, turn: 5)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:14:041 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:14:041 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:14:074 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:14:074 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:14:208 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:14:208 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:14:292 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:14:827 STACK[AI2] [MainState] We must finish the turn but AI is in an encounter or ground battle.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:15:127 STACK[AI2] [MainState] Partial Synchronization started on state OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:15:161 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:15:161 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:15:295 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:15:464 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:15:464 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:15:528 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:15:528 STACK[AI2] [MainState] Start decision number 6 (state: OthersWantToEndTheTurn, turn: 5)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:15:528 STACK[AI2] Cancel Fleet mission without fleet Gameplay Fleet Mission 1294 3

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:57:15:528 STACK[AI2] TaskFailed Gameplay Fleet Mission 1294/ 3

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:57:16:430 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:16:467 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:16:467 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:16:532 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:16:665 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:16:731 STACKDisposing ServerEncounter 1384

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:16:731 STACKDisposing ServerEncounter 1390

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:16:731 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:16:731 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:16:768 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:16:785 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:16:856 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:17:549 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:17:550 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:17:651 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.44 Politics02 = 0.37 Politics03 = 0.08 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 36.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:17:750 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.06 Politics02 = 0.57 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.31 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 34.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:17:817 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.77 Politics03 = 0.02 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 81.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:17:964 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.13 Politics02 = 0.51 Politics03 = 0.15 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.17 Politics00 = 0.00 TOTAL_SCORE = 47.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:18:068 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.06 Politics02 = 0.69 Politics03 = 0.17 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 35.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:18:185 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.30 Politics03 = 0.15 Politics04 = 0.00 Politics05 = 0.40 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 20.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:022 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:022 STACK[ChatMessage] RECV: l:/_turn/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:088 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002C4, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:088 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:143 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002C5, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:143 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:170 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002C6, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:170 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:222 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002C7, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:222 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:271 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002C8, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:271 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:655 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:789 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:806 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:821 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:822 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:822 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:875 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:19:875 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:169 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:169 STACK[ChatMessage] RECV: l:/_turn/6 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:183 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:183 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:183 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:206 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:313 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:313 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:424 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:20:824 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:20:858 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:882 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:20:925 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:20:925 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:22:078 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:22:145 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:22:145 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:22:185 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002CE, Ticket: 0000020F

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:22:211 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000002CF, Ticket: 00000210

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:22:245 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:22:270 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000002D0, Ticket: 00000211

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:22:281 STACKThe property Strategic2Stock doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestActionDescription_ApplyQuestEffect:BuildEffectDescriptions()
    QuestActionDescription:ToGuiString(System.Reflection.ParameterInfo)
    EventChoiceItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NarrativeEventBegunNotificationWindow:BindEventChoiceItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NarrativeEventBegunNotificationWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:57:22:311 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002D1, Ticket: 00000212

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:22:530 STACKThe property Strategic2Stock doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestActionDescription_ApplyQuestEffect:BuildEffectDescriptions()
    QuestActionDescription:ToGuiString(System.Reflection.ParameterInfo)
    EventChoiceItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NarrativeEventBegunNotificationWindow:BindEventChoiceItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NarrativeEventBegunNotificationWindow:Refresh()
    Amplitude.Unity.Gui.GuiPanel:RefreshNow()
    NarrativeEventBegunNotificationWindow:OnEndShow()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator62:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

19:57:23:955 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:24:150 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000002EA, Ticket: 0000022B, [Empire3], ConstructibleElementName: TechnologyDefinitionScienceAndExploration2, ConstructionGameEntityGUID: 1404, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:24:347 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002EC, Ticket: 0000022D, [Empire3], ShipGUIDs: 1319 , Position: NodeIndex:25, FleetGUID: 1407

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:24:347 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:24:663 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000002F0, Ticket: 00000231, [Empire4], ConstructibleElementName: TechnologyDefinitionScienceAndExploration2, ConstructionGameEntityGUID: 1411, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:24:900 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:25:652 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:26:131 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000303, Ticket: 00000244

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:26:171 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:26:224 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:26:330 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:26:673 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:26:754 STACK[AI2] Sync took 2.8001601 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:26:754 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:26:800 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000306, [Empire1], Entity index: 33

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:26:974 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000308, [Empire3], Entity index: 42

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:27:066 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000309, [Empire4], Entity index: 35

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:27:137 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030A, [Empire5], Entity index: 39

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:27:227 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030B, [Empire19], Entity index: 45

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:27:627 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030C, [Empire19], Entity index: 43

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:27:674 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030D, [Empire19], Entity index: 42

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:27:711 STACK[AI2] Encounter 1403 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:57:27:754 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030E, [Empire19], Entity index: 39

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:27:890 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000030F, [Empire19], Entity index: 38

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:27:937 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000310, [Empire19], Entity index: 37

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:27:937 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:28:022 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000311, [Empire19], Entity index: 36

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:28:276 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:28:570 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:28:606 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:29:421 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000322, Ticket: 00000256, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:29:548 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000323, Ticket: 00000257, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:29:757 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000326, Ticket: 00000258

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:30:144 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:30:181 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:30:407 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:30:706 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:30:826 STACK[AI2] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:30:826 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:31:470 STACK[AI2] Encounter 1403 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:57:31:635 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:32:003 STACKBegin encounter simulation ignition 69480

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:32:038 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000337, Ticket: 00000269

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:32:369 STACKEnd encounter simulation ignition 69482

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:32:404 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:32:404 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000338, Ticket: 0000026A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:32:605 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:32:605 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:32:718 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:33:106 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:33:139 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:33:140 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:33:272 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:33:874 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:33:908 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:015 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:041 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:041 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:174 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:276 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:509 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:593 STACK[AI2] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:34:593 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:34:843 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000349, Ticket: 0000027B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:876 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:909 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:909 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:34:977 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:35:362 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:35:381 STACKBegin encounter simulation ignition 69588

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:35:747 STACKEnd encounter simulation ignition 69590

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:35:789 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:35:850 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:35:913 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:35:914 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:35:979 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:35:980 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:085 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:180 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:247 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:313 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:314 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:430 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:430 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:469 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:514 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:514 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:615 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:615 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:715 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:36:815 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:37:334 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:37:366 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:37:366 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:37:449 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:37:649 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:37:683 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:37:817 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:37:984 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:38:050 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:38:050 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:38:134 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:38:167 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:38:168 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:38:273 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:38:786 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:38:803 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:38:803 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:38:853 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:38:903 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:39:071 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:39:087 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:39:087 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:39:138 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:39:138 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:39:287 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:39:288 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:39:388 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:41:041 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:41:075 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:41:275 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:41:513 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:41:546 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:41:546 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:42:348 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:44:627 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:44:648 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:44:972 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:45:358 STACK[AI2] Sync took 0.8060461 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:45:358 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:45:437 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:46:219 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:48:386 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:48:470 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:48:973 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:49:468 STACK[AI2] Sync took 1.1000629 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:49:468 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:49:553 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:50:298 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:51:549 STACKThe property OverColonizationThreshold doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
    Amplitude.Unity.Gui.GuiTooltipController:Update()

19:57:52:547 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:52:630 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:53:124 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:53:710 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:53:710 STACK[AI2] Sync took 1.2010687 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:53:710 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:54:556 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:56:727 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:56:807 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:57:347 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:57:809 STACK[AI2] Sync took 1.1050633 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:57:810 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:57:57:889 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:57:58:640 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:00:825 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:00:909 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:01:420 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:02:310 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:02:310 STACK[AI2] Sync took 1.4400824 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:02:310 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:03:060 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:03:857 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000037B, [Empire0], ConstructibleElementName: TechnologyDefinitionUnique1Terrans, ConstructionGameEntityGUID: 1419, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:05:257 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:05:285 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:05:485 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:05:753 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:05:856 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:05:856 STACK[AI2] [MainState] Start decision number 12 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:06:658 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:08:860 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:08:894 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:09:094 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:09:331 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:09:470 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:09:470 STACK[AI2] [MainState] Start decision number 13 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:10:365 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:12:569 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:12:603 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:12:805 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:13:021 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:13:171 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:13:171 STACK[AI2] [MainState] Start decision number 14 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:13:956 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:16:162 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:16:182 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:16:278 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:16:400 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:16:580 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:16:580 STACK[AI2] [MainState] Start decision number 15 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:17:356 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:19:562 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:19:576 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:19:759 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:19:939 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:20:056 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:20:056 STACK[AI2] [MainState] Start decision number 16 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:20:858 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:22:011 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#0000037C, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:23:064 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:23:104 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:23:230 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:23:397 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:23:570 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:23:570 STACK[AI2] [MainState] Start decision number 17 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:24:349 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:26:573 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:26:606 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:26:790 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:27:006 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:27:022 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000037E, [Empire0], Entity index: 41

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:27:157 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:27:157 STACK[AI2] [MainState] Start decision number 18 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:27:958 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:30:185 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:30:192 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:30:331 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:30:481 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:30:548 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:30:564 STACK[AI2] [MainState] Start decision number 19 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:31:601 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:33:806 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:33:823 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:33:974 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:34:174 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:34:308 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:34:308 STACK[AI2] [MainState] Start decision number 20 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:35:110 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:37:316 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:37:332 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:37:499 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:37:634 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:37:683 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:37:834 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:37:934 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:38:001 STACK[AI2] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:38:001 STACK[AI2] [MainState] Start decision number 21 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:38:820 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:41:008 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:41:025 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:41:176 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:41:392 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:41:509 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:41:509 STACK[AI2] [MainState] Start decision number 22 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:42:316 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:44:502 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:44:518 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:44:701 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:44:867 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:45:004 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:45:004 STACK[AI2] [MainState] Start decision number 23 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:45:803 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:48:011 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:48:024 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:48:158 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:48:329 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:48:410 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:48:410 STACK[AI2] [MainState] Start decision number 24 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:49:214 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:51:417 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:51:433 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:51:606 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:51:751 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:51:901 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:51:901 STACK[AI2] [MainState] Start decision number 25 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:52:703 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:54:909 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:54:919 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:55:042 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:55:209 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:55:309 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:55:310 STACK[AI2] [MainState] Start decision number 26 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:56:112 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:58:302 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:58:318 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:58:450 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:58:620 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:58:58:704 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:58:704 STACK[AI2] [MainState] Start decision number 27 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:58:59:806 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:01:996 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:02:026 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:02:161 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:02:309 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:02:439 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:02:439 STACK[AI2] [MainState] Start decision number 28 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:03:196 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:05:403 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:05:438 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:05:568 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:05:755 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:05:805 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:05:806 STACK[AI2] [MainState] Start decision number 29 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:06:616 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:08:827 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:08:844 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:08:996 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:09:185 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:09:296 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:09:328 STACK[AI2] [MainState] Start decision number 30 (state: Main, turn: 6)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:10:098 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:11:538 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:11:604 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:11:718 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:11:768 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:11:768 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:11:858 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:12:019 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:12:085 STACKDisposing ServerEncounter 1403

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:12:086 STACKDisposing ServerEncounter 1413

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:12:086 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:12:086 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:12:119 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:12:135 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:12:236 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:13:088 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:13:089 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:13:193 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.42 Politics02 = 0.36 Politics03 = 0.12 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 38.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:13:356 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.06 Politics02 = 0.57 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.31 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 34.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:13:456 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.77 Politics03 = 0.02 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 87.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:13:673 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.12 Politics02 = 0.48 Politics03 = 0.14 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.21 Politics00 = 0.00 TOTAL_SCORE = 49.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:13:781 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.05 Politics02 = 0.67 Politics03 = 0.14 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 41.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:13:907 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.28 Politics03 = 0.17 Politics04 = 0.00 Politics05 = 0.38 Politics06 = 0.17 Politics00 = 0.00 TOTAL_SCORE = 23.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:14:809 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:14:809 STACKDisposing Encounter 1384

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:14:809 STACKDisposing Encounter 1390

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:14:809 STACK[ChatMessage] RECV: l:/_turn/7 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:009 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:159 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:176 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:210 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:210 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:210 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:279 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:279 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:917 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:917 STACK[ChatMessage] RECV: l:/_turn/7 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:931 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:931 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:931 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:15:946 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:16:080 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:16:080 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:16:228 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:16:713 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:16:747 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:16:769 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:16:814 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:16:814 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:18:156 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:18:234 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:18:234 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:18:234 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:18:269 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000037F, Ticket: 000002AC

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:18:318 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000380, Ticket: 000002AD

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:19:519 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000397, Ticket: 000002C4, [Empire1], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment4, ConstructionGameEntityGUID: 1422, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:038 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:20:054 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:188 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:238 STACKEntering state ServerEncounterState_Setup

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:439 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003A9, [Empire3], Entity index: 50

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:539 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003AB, [Empire19], Entity index: 69

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:589 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003AC, [Empire19], Entity index: 70

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:706 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:739 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:756 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:789 STACKEntering state ServerEncounterState_LoadBattle

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
    GameServerState_Turn_AI_PrepareSync:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:20:956 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:21:163 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:21:190 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003B1, [Empire1], Entity index: 40

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:21:243 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003B2, [Empire19], Entity index: 78

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:21:290 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003B3, [Empire19], Entity index: 74

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:21:307 STACK[AI2] Sync took 1.3000744 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:21:307 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:22:043 STACK[AI2] Encounter 1420 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:59:22:109 STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#000003B4, Ticket: 000002DA, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator17B:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:22:209 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:22:674 STACKThe property ProbeSpeed doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
    Amplitude.Unity.Gui.GuiTooltipController:Update()

19:59:22:674 STACKThe property ProbeVisionRange doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
    Amplitude.Unity.Gui.GuiTooltipController:Update()

19:59:24:434 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:24:466 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:24:666 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:24:902 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:25:033 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:25:034 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:25:569 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000003BF, Ticket: 000002E5

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:25:602 STACK[AI2] Encounter 1420 : Can't find play because gameplay efficiencies are bad

    Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:59:25:635 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000003C0, Ticket: 000002E6

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:25:837 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:26:070 STACKBegin encounter simulation ignition 73316

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:26:443 STACKEnd encounter simulation ignition 73318

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:26:489 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:26:517 STACKBegin encounter simulation ignition 73321

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:26:865 STACKEnd encounter simulation ignition 73323

    BattleSimulation+c__Iterator2EC:MoveNext()
    Amplitude.Coroutine:Run()
    ServerEncounterState_LoadBattle:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:26:909 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:26:941 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:26:942 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:073 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:073 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:140 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:276 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:541 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:574 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:574 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:674 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:707 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:862 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:862 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:27:975 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:28:075 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:28:110 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:28:309 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:28:577 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:28:677 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:28:677 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:28:677 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:28:710 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:28:710 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:28:844 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:28:947 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000003DF, Ticket: 00000305

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:28:980 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:078 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:078 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:078 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:211 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:212 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:278 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:478 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:479 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:479 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:29:549 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000003E8, Ticket: 0000030D, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:681 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:681 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:780 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:815 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:949 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:29:949 STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:30:151 STACKEntering state ServerEncounterState_RunBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:30:382 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:30:418 STACKEntering state ServerEncounterState_StartBattlePhase

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:30:419 STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:30:483 STACKEntering state ServerEncounterState_Report

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:30:483 STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:30:683 STACKEntering state ServerEncounterState_ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:30:683 STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:30:816 STACKEntering state ServerEncounterState_Finalize

    ServerEncounterState:Begin(System.Reflection.ParameterInfo)
    ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    ServerEncounter:Update()
    GameServerState_Turn_Main:UpdateEncounters()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:31:660 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:31:670 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:31:850 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:32:017 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:32:190 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:32:190 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:32:190 STACK[AI2] Cancel Fleet mission without fleet Leech System 53

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Leech:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:59:32:191 STACK[AI2] TaskFailed Leech System/ 53

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:59:32:191 STACK[AI2] Cancel Fleet mission without fleet Gameplay Fleet Mission 1377 9

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:59:32:191 STACK[AI2] TaskFailed Gameplay Fleet Mission 1377/ 9

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

19:59:32:217 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000003FB, Ticket: 0000031F, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:32:318 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000003FD, Ticket: 00000320

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:32:987 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:33:037 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000400, Ticket: 00000323, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:35:192 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:35:231 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:35:358 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:35:576 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:35:677 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:35:677 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:35:743 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000401, Ticket: 00000324, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:36:465 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:38:687 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:38:700 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:38:861 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:39:035 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:39:187 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:39:187 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:40:071 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:48:293 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:48:293 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:48:476 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:48:492 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:48:626 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:48:814 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:48:882 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:48:882 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:49:162 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000403, [Empire0], Entity index: 47

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:49:665 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:51:871 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:51:901 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:52:102 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:52:336 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:52:369 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:52:369 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:53:272 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:56:467 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:56:467 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:56:691 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:56:726 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:56:948 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:57:197 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

19:59:57:269 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:57:269 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

19:59:58:167 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:09:137 STACKUnload material GasAlkaliPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

20:00:09:137 STACKUnload material AtollPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

20:00:09:506 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:00:09:506 STACKIn [SS_Heroes_03] Unable to find sub game object [Dummy_Root/Base]

    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:00:09:506 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:00:09:506 STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull03]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:00:22:047 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:00:22:047 STACKIn [SS_Heroes_03] Unable to find sub game object [Dummy_Root/Base]

    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:00:22:047 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:00:22:047 STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull03]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:00:22:879 STACKAudio bank B_Heroes has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    HeroInspectionModalWindow:Unbind()
    HeroInspectionModalWindow:OnEndHide()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:00:28:041 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:28:041 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:28:210 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:28:242 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:28:411 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:28:575 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:28:726 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:28:726 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:29:962 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:34:473 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:34:473 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:34:673 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:34:690 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:34:823 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:35:020 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:35:158 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:35:158 STACK[AI2] [MainState] Start decision number 12 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:35:914 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    ColonizedStarSystem:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

20:00:35:962 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:38:167 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:38:200 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:38:367 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:38:585 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:38:668 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:38:668 STACK[AI2] [MainState] Start decision number 13 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:39:554 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:44:966 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:44:966 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:45:166 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:45:183 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:45:317 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:45:484 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:45:552 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:45:552 STACK[AI2] [MainState] Start decision number 14 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:46:353 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:48:575 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:48:613 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:48:739 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:48:876 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:48:959 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:48:959 STACK[AI2] [MainState] Start decision number 15 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:49:779 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:50:146 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000040A, [Empire0], Entity index: 50

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:51:966 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:51:993 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:52:117 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:52:267 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:52:351 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:52:351 STACK[AI2] [MainState] Start decision number 16 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:53:253 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:54:156 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:54:156 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:54:357 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:54:390 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:54:540 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:54:690 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:54:758 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:54:758 STACK[AI2] [MainState] Start decision number 17 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:55:655 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:57:967 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:57:967 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:58:166 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:58:216 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:58:333 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:58:583 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:00:58:667 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:58:667 STACK[AI2] [MainState] Start decision number 18 (state: Main, turn: 7)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:00:59:569 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:04:164 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:214 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:230 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:231 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:315 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:467 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:548 STACKDisposing ServerEncounter 1420

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:548 STACKDisposing ServerEncounter 1421

    ServerEncounter:Dispose()
    GameServer:ClearServerEncounters()
    GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:548 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:548 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:565 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:582 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:04:665 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:05:511 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:05:511 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:05:511 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:05:511 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:05:653 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.39 Politics02 = 0.33 Politics03 = 0.18 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 41.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:05:769 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.05 Politics02 = 0.57 Politics03 = 0.09 Politics04 = 0.00 Politics05 = 0.29 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 43.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:05:869 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.77 Politics03 = 0.02 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 87.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:06:115 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.11 Politics02 = 0.46 Politics03 = 0.12 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.27 Politics00 = 0.00 TOTAL_SCORE = 56.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:06:253 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.05 Politics02 = 0.67 Politics03 = 0.14 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 41.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:06:370 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.26 Politics03 = 0.19 Politics04 = 0.00 Politics05 = 0.37 Politics06 = 0.19 Politics00 = 0.00 TOTAL_SCORE = 27.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:473 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:473 STACKDisposing Encounter 1403

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:473 STACKDisposing Encounter 1413

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:473 STACK[ChatMessage] RECV: l:/_turn/8 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:557 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000040D, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:557 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:608 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000040E, [Empire1]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:609 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:673 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000040F, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:673 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:727 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000410, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:727 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:790 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000411, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:07:790 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:08:291 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:08:468 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:08:492 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:08:525 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:08:525 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:08:525 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:08:592 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:08:593 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:218 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:218 STACK[ChatMessage] RECV: l:/_turn/8 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:228 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:228 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:228 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:262 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:344 STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#00000418, initiator empire index: 13, target empire index: 0, new diplomatic relation: DiplomaticRelationStateMinorNeutral

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator419:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:410 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:461 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000041A, [Empire8], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:578 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:645 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000041D, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:762 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:812 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000420, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:928 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:09:995 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000423, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:10:113 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:10:164 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000426, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:10:283 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:10:346 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000429, [Empire16], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:10:465 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:10:514 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000042C, [Empire17], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:10:664 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:10:664 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:10:750 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:11:349 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:11:395 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:11:418 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:11:482 STACK[AI2] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:11:482 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 8)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:13:004 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:13:107 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:13:107 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:13:181 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:13:194 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000042F, Ticket: 0000032A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:13:255 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000430, Ticket: 0000032B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:13:304 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000431, Ticket: 0000032C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:14:564 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:15:325 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000453, Ticket: 0000034E, [Empire2], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment4, ConstructionGameEntityGUID: 1460, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:15:392 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000454, Ticket: 0000034F, [Empire3], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 1461, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:15:525 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000456, Ticket: 00000351, [Empire5], ConstructibleElementName: TechnologyDefinitionScienceAndExploration8, ConstructionGameEntityGUID: 1463, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:15:659 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:17:063 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000046D, Ticket: 00000368

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:17:196 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:17:464 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:17:565 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000046F, [Empire3], Entity index: 61

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:17:565 STACK[AI2] Sync took 3.0001716 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:17:565 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 8)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:17:631 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000470, [Empire3], Entity index: 60

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:17:765 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000472, [Empire5], Entity index: 47

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:17:833 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000473, [Empire19], Entity index: 108

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:17:907 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000474, [Empire19], Entity index: 106

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:17:969 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000475, [Empire19], Entity index: 103

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:18:033 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000476, [Empire19], Entity index: 102

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:18:366 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:20:572 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:20:605 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:20:805 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:21:072 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:21:174 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:21:174 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 8)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:21:607 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:21:607 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:21:608 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ColonizeFleetAction:ClientTerminate()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:21:807 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000487, Ticket: 00000377

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:22:078 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:24:248 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:24:281 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:24:480 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:24:752 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:24:850 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:24:850 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 8)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:25:550 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000048B, Ticket: 0000037A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:26:018 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:28:225 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:28:256 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:28:457 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:28:624 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:28:691 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:28:892 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:29:026 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:29:128 STACK[AI2] Sync took 0.9000515 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:29:128 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 8)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:30:030 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:32:234 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:32:267 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:32:467 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:32:631 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:32:734 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:32:734 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 8)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:33:621 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:41:640 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:41:640 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:41:841 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:41:874 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:42:075 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:42:308 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:42:443 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:42:443 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 8)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:43:347 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:48:141 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000492, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:50:686 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:50:686 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:50:747 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:50:772 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:50:898 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:51:066 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:51:132 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:51:132 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 8)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:52:034 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:52:535 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:52:535 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:52:723 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:52:752 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:52:919 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:53:120 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:53:221 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:53:221 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 8)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:54:139 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:54:239 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:54:239 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:54:439 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:54:456 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:54:624 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:54:807 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:54:925 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:54:925 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 8)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:55:779 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:55:847 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:55:847 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:01:55:910 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:55:910 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:56:013 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:56:178 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:56:278 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:56:278 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:56:295 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:56:328 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:56:395 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:57:748 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:57:748 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:57:965 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.39 Politics02 = 0.33 Politics03 = 0.18 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 41.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:58:099 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.04 Politics02 = 0.52 Politics03 = 0.13 Politics04 = 0.04 Politics05 = 0.27 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 47.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:58:183 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.77 Politics03 = 0.02 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 93.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:58:416 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.14 Politics02 = 0.44 Politics03 = 0.12 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 58.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:58:549 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.05 Politics02 = 0.69 Politics03 = 0.14 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 43.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:58:650 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.29 Politics03 = 0.18 Politics04 = 0.00 Politics05 = 0.36 Politics06 = 0.18 Politics00 = 0.00 TOTAL_SCORE = 28.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:59:819 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:59:819 STACKDisposing Encounter 1421

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:59:819 STACKDisposing Encounter 1420

    Encounter:Dispose()
    EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:01:59:819 STACK[ChatMessage] RECV: l:/_turn/9 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:038 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:204 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:237 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:271 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:271 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:271 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:321 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:321 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:952 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:952 STACK[ChatMessage] RECV: l:/_turn/9 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:967 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:967 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:967 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:00:989 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:01:073 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:01:123 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000497, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:01:228 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:01:274 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000049A, [Empire10], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:01:373 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:01:423 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000049D, [Empire14], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:01:557 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:01:557 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:01:676 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:02:175 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:02:208 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:02:248 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:02:292 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:02:292 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 9)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:03:864 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:03:947 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:03:947 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:03:964 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000049F, Ticket: 00000383

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:03:997 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:04:021 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000004A0, Ticket: 00000384

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:04:583 STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#000004AB, Ticket: 0000038F, [Empire5], Entity index: 1, Refund: False

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:04:583 STACK[Colo] [Empire#5] System Vorta (1071) Removed.

    DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo)
    AttachMothershipFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:CancelAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour:CancelEntityAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:05:267 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:05:670 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004C1, Ticket: 000003A5, [Empire1], ShipGUIDs: 1317 , Position: NodeIndex:14, FleetGUID: 1483

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:05:670 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:05:837 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004C4, Ticket: 000003A8, [Empire4], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment4, ConstructionGameEntityGUID: 1488, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:05:952 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:07:272 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:07:456 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:07:489 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004DF, [Empire1], Entity index: 52

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:07:573 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004E1, [Empire3], Entity index: 74

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:07:573 STACK[AI2] Sync took 2.3011316 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:07:573 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 9)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:07:622 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004E2, [Empire3], Entity index: 73

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:07:656 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004E3, [Empire4], Entity index: 48

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:07:689 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004E4, [Empire19], Entity index: 147

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:07:723 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004E5, [Empire19], Entity index: 145

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:07:756 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004E6, [Empire19], Entity index: 143

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:07:789 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004E7, [Empire19], Entity index: 142

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:08:489 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:08:489 STACK[AI2] No fleet attached Return to base for upgrade 135 : 0

    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:02:08:489 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 135

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:02:08:489 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 135

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:02:08:489 STACK[AI2] TaskFailed Return to base for upgrade/ 135

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:02:08:926 STACKCancelling actions on Vorta (330) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 5

    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:10:681 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:10:697 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:10:847 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:11:047 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:11:182 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:11:182 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 9)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:11:766 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000004FC, Ticket: 000003D6

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:11:974 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:12:089 STACK[Population] Adding 0 AffinityVampirilis on the mothership #968, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:12:089 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:13:754 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000500, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:14:172 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:14:205 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:14:381 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:14:573 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:14:690 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:14:690 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 9)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:15:476 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:17:681 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:17:697 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:17:850 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:17:998 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:18:107 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:18:108 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 9)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:19:251 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:21:429 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:21:441 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:21:608 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:21:826 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:21:942 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:21:942 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 9)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:22:844 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:46:647 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:46:647 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:46:728 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000506, [Empire0], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade3, ConstructionGameEntityGUID: 1497, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:46:854 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:46:925 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:47:337 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:47:892 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:47:969 STACK[AI2] Sync took 1.101063 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:47:969 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 9)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:48:693 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:50:896 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:50:930 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:51:130 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:51:197 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:51:365 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:51:365 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:51:398 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:51:398 STACK[AI2] [MainState] Start decision number 8 (state: OthersWantToEndTheTurn, turn: 9)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:52:316 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:52:367 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:52:367 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:52:467 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:52:667 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:52:752 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:52:752 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:52:768 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:52:801 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:52:885 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:54:010 STACKCould not retrieve ShipDesign 'MFInsectoidSmallAttackAvg'

    Marketplace:RefillShipsStock(System.Reflection.ParameterInfo)
    Marketplace:ITradingManagementService.ServerEndTurn()
    GameServerState_Turn_End+c__Iterator469:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:54:121 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:54:121 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:54:306 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.39 Politics02 = 0.33 Politics03 = 0.18 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 41.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:54:472 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.04 Politics02 = 0.51 Politics03 = 0.15 Politics04 = 0.04 Politics05 = 0.26 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 52.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:54:555 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.76 Politics03 = 0.02 Politics04 = 0.02 Politics05 = 0.15 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 92.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:54:773 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.14 Politics02 = 0.44 Politics03 = 0.12 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 58.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:54:873 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.05 Politics02 = 0.69 Politics03 = 0.14 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 43.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:55:006 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.25 Politics03 = 0.16 Politics04 = 0.00 Politics05 = 0.39 Politics06 = 0.20 Politics00 = 0.00 TOTAL_SCORE = 30.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:294 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:294 STACK[ChatMessage] RECV: l:/_turn/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:369 STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000507, [Empire4], ColonizedStarSystemGUID: 1218, StarSystemState: Colony

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:478 STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000509, [Empire1], ColonizedStarSystemGUID: 1209, StarSystemState: Colony

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:578 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000050B, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:578 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:612 STACK[Empire 1] OrderSendAutomatedShip preprocessor failed: Kraz (ColonizedStarSystem#1209) has no OutpostMigrationFlux

    DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:628 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000050C, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:628 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:705 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000050D, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:705 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:745 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000050E, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:745 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:56:762 STACK[Empire 4] OrderSendAutomatedShip preprocessor failed: Yedix (ColonizedStarSystem#1218) has no OutpostMigrationFlux

    DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:179 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:346 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:380 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:413 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:414 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:414 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:467 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:467 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:778 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:778 STACK[ChatMessage] RECV: l:/_turn/10 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:787 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:787 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:787 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:814 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:898 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:57:948 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000517, [Empire6], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:58:074 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:58:115 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000051A, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:58:248 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:58:248 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:58:398 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:338 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:355 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:59:385 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:02:59:419 STACK[AI2] Sync took 1.0170581 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:419 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:419 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:419 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:419 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:419 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:419 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:419 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] Empire5 : Can't find ContextGuid 1071 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:02:59:420 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 10)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:01:210 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:01:289 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:01:289 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:01:323 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000051C, Ticket: 000003DD

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:01:323 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:01:374 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000051D, Ticket: 000003DE

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:01:423 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000051E, Ticket: 000003DF

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:01:490 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000051F, Ticket: 000003E0

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:02:208 STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#0000052C, Ticket: 000003ED, [Empire5], Entity index: 57, Refund: False

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:02:208 STACK[Colo] [Empire#5] System Vorta (1491) Removed.

    DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo)
    AttachMothershipFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:CancelAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour:CancelEntityAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:02:527 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:03:662 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000546, Ticket: 00000407, [Empire1], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment2, ConstructionGameEntityGUID: 1516, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:03:712 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000547, Ticket: 00000408, [Empire2], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade3, ConstructionGameEntityGUID: 1517, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:03:829 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000549, Ticket: 0000040A, [Empire2], ShipGUIDs: 1386 , Position: NodeIndex:47, FleetGUID: 1520

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:03:829 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:04:028 STACK[Order] OrderColonizeWithDust::DepartmentOfTheInterior/OrderColonizeWithDust#0000054C, Ticket: 0000040D, [Empire4], PlanetGUID: 497, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 1524, ColonizedStarsystemGUID: 1523, ColonizedPlanetGUID: 1525, PropagandaGUID: 1526, MoneyCost: 209.5201

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:04:028 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:04:028 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:04:028 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:04:028 STACKCannot add a simulation object twice to the same parent, ignoring...

    Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
    Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
    ColonizedPlanet:Load(System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator21E:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:04:028 STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

    ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator220:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:04:164 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:06:000 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000056D, Ticket: 0000042B

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:06:067 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000056E, Ticket: 0000042C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:06:134 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000056F, Ticket: 0000042D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:06:201 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000570, Ticket: 0000042E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:06:526 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:06:785 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:06:819 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000572, [Empire1], Entity index: 59

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:06:819 STACK[AI2] Sync took 4.3002459 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:06:819 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 10)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:06:885 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000573, [Empire1], Entity index: 58

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:06:953 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000574, [Empire3], Entity index: 87

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:019 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000575, [Empire3], Entity index: 86

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:086 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000576, [Empire5], Entity index: 58

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:153 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000577, [Empire19], Entity index: 206

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:219 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000578, [Empire19], Entity index: 205

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:290 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000579, [Empire19], Entity index: 202

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:353 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000057A, [Empire19], Entity index: 201

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:420 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000057B, [Empire19], Entity index: 197

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:487 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000057C, [Empire19], Entity index: 196

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:554 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000057D, [Empire19], Entity index: 194

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:621 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000057E, [Empire19], Entity index: 190

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:07:724 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:07:724 STACK[AI2] No fleet attached Return to base for upgrade 219 : 0

    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:03:07:724 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 219

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:03:07:724 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 219

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:03:07:724 STACK[AI2] TaskFailed Return to base for upgrade/ 219

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:03:08:356 STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000589, Ticket: 00000439, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:08:623 STACKCancelling actions on Vorta (330) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 5

    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:09:926 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:09:943 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:10:060 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:10:211 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:10:328 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:10:328 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 10)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:11:079 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000059D, Ticket: 0000044C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:11:179 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000059E, Ticket: 0000044D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:11:215 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:11:233 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000059F, Ticket: 0000044E

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:11:381 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000005A2, Ticket: 00000451

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:11:505 STACK[Population] Adding 0 AffinityVampirilis on the mothership #968, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:11:505 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:12:667 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005A6, [Empire2], Entity index: 30

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:13:419 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:13:435 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:13:603 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:13:822 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:13:838 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005A7, [Empire19], Entity index: 238

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:13:938 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000005A8, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:13:938 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:13:938 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 10)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:14:336 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000005AC, Ticket: 00000456

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:14:390 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000005AD, Ticket: 00000457

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:14:829 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:14:957 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000005B0, Ticket: 0000045A, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:15:141 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000005B1, [Empire0], Entity index: 61

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:16:911 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Cran I

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

20:03:17:033 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:17:053 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:17:163 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:17:310 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:17:422 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:17:422 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 10)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:17:458 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000005B2, Ticket: 0000045B, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:17:595 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000005B6, Ticket: 0000045D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:18:164 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000005B8, Ticket: 0000045F, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:18:231 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:20:436 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:20:453 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:20:587 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:20:771 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:20:921 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:20:921 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 10)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:20:971 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000005BC, Ticket: 00000463, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:21:758 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:23:929 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:23:963 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:24:095 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:24:630 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:03:24:798 STACK[AI2] Sync took 0.8750501 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:24:798 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 10)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:25:701 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:03:34:603 STACKUnload material OceanPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

20:03:34:603 STACKUnload material GasCloudlessPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

20:03:34:603 STACKUnload material VeldtPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

20:03:36:910 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:03:36:910 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:03:36:910 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull02]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:03:39:902 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:03:39:902 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:03:39:903 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:03:41:992 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:03:41:992 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:03:41:992 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:04:27:553 STACKAudio bank B_TERRAN_HULL_SMALL_Attack has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnConfirmLoseChanges(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MessageBoxWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

20:04:27:554 STACKAudio bank B_TERRAN_GENERIC has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnConfirmLoseChanges(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MessageBoxWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

20:04:27:554 STACKAudio bank B_TERRAN_ENGINE has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnConfirmLoseChanges(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MessageBoxWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

20:04:27:640 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:04:27:640 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:04:27:640 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:04:33:607 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:04:33:607 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:04:33:607 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull02]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:04:35:127 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:04:35:127 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:04:35:127 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull02]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:05:17:803 STACKAudio bank B_TERRAN_HULL_SMALL_Defense has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo)
    GuiManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
    InputManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:Update()

20:05:17:804 STACKAudio bank B_TERRAN_GENERIC has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo)
    GuiManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
    InputManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:Update()

20:05:17:804 STACKAudio bank B_TERRAN_ENGINE has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo)
    GuiManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
    InputManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:Update()

20:05:17:836 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:05:17:836 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:05:17:836 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull02]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:05:19:418 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:05:19:418 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:05:19:419 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:05:20:535 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:05:20:535 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:05:20:535 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:06:04:558 STACKAudio bank B_TERRAN_HULL_SMALL_Attack has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo)
    GuiManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
    InputManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:Update()

20:06:04:558 STACKAudio bank B_TERRAN_GENERIC has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo)
    GuiManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
    InputManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:Update()

20:06:04:559 STACKAudio bank B_TERRAN_ENGINE has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo)
    GuiManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo)
    InputManager:HandleInput(System.Reflection.ParameterInfo)
    Amplitude.Unity.Input.InputManager:Update()

20:06:04:596 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:06:04:596 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:06:04:596 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:06:08:847 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:06:08:847 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:06:08:847 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:07:41:679 STACKAudio bank B_TERRAN_HULL_SMALL_Attack has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:41:679 STACKAudio bank B_TERRAN_GENERIC has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:41:679 STACKAudio bank B_TERRAN_ENGINE has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:41:742 STACK[AI2] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:41:742 STACK[AI2] [MainState] Send the AI Signal ReturnToRunning

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:41:937 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:41:957 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:42:052 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:42:204 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:42:336 STACK[AI2] Sync took 0.4050231 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:42:336 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 10)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:43:241 STACK[AI2] [MainState] AI has some game event to process.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:45:466 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:45:475 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:45:647 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:45:831 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:45:934 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:45:935 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 10)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:46:833 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:50:584 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:50:626 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:50:660 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:50:660 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:50:760 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:50:960 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:51:061 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:51:061 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:51:076 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:51:111 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:51:219 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:52:556 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:52:556 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:52:783 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.39 Politics02 = 0.34 Politics03 = 0.17 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 43.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:52:908 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.08 Politics02 = 0.47 Politics03 = 0.17 Politics04 = 0.03 Politics05 = 0.25 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 65.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:52:948 STACKInfinite loop detected!

    DepartmentOfIndustry+c__Iterator1DE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:52:964 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.75 Politics03 = 0.02 Politics04 = 0.02 Politics05 = 0.14 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 97.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:53:199 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.11 Politics02 = 0.50 Politics03 = 0.13 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.23 Politics00 = 0.00 TOTAL_SCORE = 72.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:53:350 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.16 Politics02 = 0.58 Politics03 = 0.14 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 48.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:53:517 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.20 Politics03 = 0.15 Politics04 = 0.00 Politics05 = 0.43 Politics06 = 0.22 Politics00 = 0.00 TOTAL_SCORE = 32.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:54:937 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:54:937 STACK[ChatMessage] RECV: l:/_turn/11 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:021 STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000005BE, [Empire3], ColonizedStarSystemGUID: 1265, StarSystemState: Colony

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:305 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:472 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:505 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:522 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:522 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:522 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:592 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:592 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:915 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:915 STACK[ChatMessage] RECV: l:/_turn/11 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:929 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:929 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:929 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:55:956 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:56:092 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:56:092 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:56:241 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:56:515 STACKThe property Politics01ToPolitics01 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:07:56:516 STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:07:57:241 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:275 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:57:308 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:57:352 STACK[AI2] Sync took 1.1000629 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:352 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:352 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:352 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:352 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:352 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:352 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:352 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:352 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] Empire5 : Can't find ContextGuid 1491 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:57:353 STACK[AI2] TaskFailed Simple colonization/ 62

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:07:57:559 STACKThe property Politics01ToPolitics01 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:07:57:559 STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:07:58:811 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:58:879 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:58:879 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:58:894 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000005C2, Ticket: 00000465

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:58:939 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000005C3, Ticket: 00000466

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:58:962 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:07:58:978 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000005C4, Ticket: 00000467

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:59:351 STACKThe property Politics01ToPolitics01 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:07:59:351 STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:07:59:418 STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#000005CE, Ticket: 00000471, [Empire5], Entity index: 64, Refund: False

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:07:59:418 STACK[Colo] [Empire#5] System Vorta (1534) Removed.

    DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo)
    AttachMothershipFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:CancelAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour:CancelEntityAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:00:449 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:00:581 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000005E6, Ticket: 00000489, [Empire1], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade2, ConstructionGameEntityGUID: 1545, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:00:899 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:01:889 STACK[Empire 11] OrderEntityAction preprocessing failed because SiegeStarSystemActionDefinition cannot be executed with given parameters.

    DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:01:973 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:139 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:187 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000060A, [Empire1], Entity index: 68

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:273 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000060C, [Empire4], Entity index: 59

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:273 STACK[AI2] Sync took 1.818104 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:02:273 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:02:319 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000060D, [Empire4], Entity index: 58

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:356 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000060E, [Empire5], Entity index: 65

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:402 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000060F, [Empire19], Entity index: 269

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:440 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000610, [Empire19], Entity index: 268

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:486 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000611, [Empire19], Entity index: 266

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:524 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000612, [Empire19], Entity index: 265

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:569 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000613, [Empire19], Entity index: 262

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:607 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000614, [Empire19], Entity index: 261

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:653 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000615, [Empire19], Entity index: 260

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:691 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000616, [Empire19], Entity index: 257

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:736 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000617, [Empire19], Entity index: 255

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:771 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000618, [Empire1], Entity index: 69

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:02:855 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

20:08:03:171 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:03:171 STACK[AI2] No fleet attached Return to base for upgrade 273 : 0

    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:08:03:171 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 273

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:08:03:171 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 273

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:08:03:171 STACK[AI2] TaskFailed Return to base for upgrade/ 273

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:08:03:439 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

20:08:03:472 STACKCancelling actions on Vorta (330) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 5

    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:03:577 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000625, [Empire2], Entity index: 32

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:05:370 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:05:395 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:05:580 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:05:813 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:05:897 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:05:897 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:06:669 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:06:833 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000636, Ticket: 000004C7, [Empire2]: root.reserved Toward Empire#5 because EmpireMet

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:06:966 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000637, Ticket: 000004C8, [Empire5]: root.reserved Toward Empire#2 because EmpireMet

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:07:088 STACK[Population] Adding 0 AffinityVampirilis on the mothership #968, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:07:089 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:08:914 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:08:924 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:09:140 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:09:405 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:09:473 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:09:473 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:10:294 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:12:497 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:12:530 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:12:731 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:12:969 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:13:070 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:13:070 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:13:883 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:16:083 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:16:115 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:16:318 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:16:603 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:16:678 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:16:678 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:16:892 STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000063F, [Empire0], context guid: 647, contruction guid: 1554

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1D0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:17:476 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:19:689 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:19:737 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:20:043 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:20:841 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:20:842 STACK[AI2] Sync took 1.1430654 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:20:842 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:21:646 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:23:825 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:23:904 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:24:386 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:24:973 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:24:974 STACK[AI2] Sync took 1.100063 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:24:974 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:25:761 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:26:160 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000641, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary1, ConstructionGameEntityGUID: 1557, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:27:936 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:27:968 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:28:184 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:28:444 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:28:540 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:28:540 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:29:337 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:31:542 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:31:582 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:31:809 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:32:009 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:32:143 STACK[AI2] Sync took 0.6030345 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:32:143 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:32:948 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:35:136 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:35:170 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:35:335 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:35:504 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:35:631 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:35:631 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:36:440 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:38:644 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:38:662 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:38:712 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000642, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:38:815 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:39:002 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:39:132 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:39:132 STACK[AI2] [MainState] Start decision number 12 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:39:949 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:40:684 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000644, [Empire0], Entity index: 72

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:42:138 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:42:171 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:42:321 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:42:522 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:42:655 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:42:655 STACK[AI2] [MainState] Start decision number 13 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:43:442 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:45:629 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:45:645 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:45:814 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:46:298 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:46:465 STACK[AI2] Sync took 0.8320476 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:46:466 STACK[AI2] [MainState] Start decision number 14 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:47:271 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:49:473 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:49:507 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:49:673 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:49:874 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:49:974 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:49:974 STACK[AI2] [MainState] Start decision number 15 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:50:760 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:52:982 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:53:015 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:53:232 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:53:450 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:53:568 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:53:569 STACK[AI2] [MainState] Start decision number 16 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:54:368 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:56:574 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:56:606 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:56:780 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:56:966 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:08:57:075 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:57:075 STACK[AI2] [MainState] Start decision number 17 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:08:57:860 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:00:063 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:00:077 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:00:232 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:00:416 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:00:466 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:00:466 STACK[AI2] [MainState] Start decision number 18 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:01:287 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:03:505 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:03:513 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:03:741 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:03:926 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:04:060 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:04:060 STACK[AI2] [MainState] Start decision number 19 (state: Main, turn: 11)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:04:866 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:05:799 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:05:864 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:05:988 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:06:032 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:06:032 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:06:117 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:06:282 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:06:365 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:06:365 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:06:399 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:06:433 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:06:533 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:07:902 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:07:902 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:104 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.37 Politics02 = 0.32 Politics03 = 0.19 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 46.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:220 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.07 Politics02 = 0.48 Politics03 = 0.16 Politics04 = 0.03 Politics05 = 0.26 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 68.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:220 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:220 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:274 STACKInfinite loop detected!

    DepartmentOfIndustry+c__Iterator1DE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:324 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.72 Politics03 = 0.04 Politics04 = 0.02 Politics05 = 0.16 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 99.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:503 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.12 Politics02 = 0.43 Politics03 = 0.15 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 91.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:671 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.16 Politics02 = 0.59 Politics03 = 0.14 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 49.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:671 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:671 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:08:804 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.17 Politics03 = 0.19 Politics04 = 0.00 Politics05 = 0.43 Politics06 = 0.21 Politics00 = 0.00 TOTAL_SCORE = 37.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:10:207 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:10:208 STACK[ChatMessage] RECV: l:/_turn/12 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:10:292 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000647, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:10:292 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:10:343 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000648, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:10:343 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:10:408 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000649, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:10:408 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:10:475 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000064A, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:10:475 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:11:172 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:11:332 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:11:358 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:11:384 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:11:384 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:11:384 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:11:437 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:11:437 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:104 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:104 STACK[ChatMessage] RECV: l:/_turn/12 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:112 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:112 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:112 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:145 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:244 STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#00000650, initiator empire index: 16, target empire index: 0, new diplomatic relation: DiplomaticRelationStateMinorNeutral

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator419:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:295 STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#00000651, initiator empire index: 17, target empire index: 5, new diplomatic relation: DiplomaticRelationStateMinorAggressive

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator419:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:345 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:412 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000653, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:545 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:596 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000656, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:746 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:746 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:12:863 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:12:959 STACKUnknown faction affinity AffinityGameplayHoratio.

    NegotiationModalWindow:BindFactionMood()
    NegotiationModalWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomacyScreen:OnClickEmpireSector(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LeaderCard:OnClickCardCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

20:09:12:960 STACKOrderPolicy.Reject for order 'OrderCreateDiplomaticContract' @ 'GameClientState_Turn_Dump_Finished'.

    GameClient:SendMessageToServer(System.Reflection.ParameterInfo)
    PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ContractStubInitializer:CreateContractAsync()
    ContractStubInitializer:Start(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticContractsManager:InitializeAndStartContractStub(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    NegotiationModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo)
    DiplomacyScreen:OnClickEmpireSector(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    LeaderCard:OnClickCardCb(System.Reflection.ParameterInfo)
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

20:09:13:382 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:391 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:13:418 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:13:449 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:480 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:481 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:481 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:481 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:481 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:481 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:481 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:481 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:481 STACK[AI2] Empire5 : Can't find ContextGuid 1534 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:13:481 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:15:485 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:15:586 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:15:586 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:15:620 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000658, Ticket: 000004D3

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:15:654 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:15:688 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000659, Ticket: 000004D4

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:15:754 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000065A, Ticket: 000004D5

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:16:655 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:16:722 STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#00000669, Ticket: 000004E4, [Empire5], Entity index: 72, Refund: False

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:16:722 STACK[Colo] [Empire#5] System Vorta (1548) Removed.

    DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo)
    AttachMothershipFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:CancelAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour:CancelEntityAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:17:991 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000683, Ticket: 000004FE, [Empire1], ConstructibleElementName: TechnologyDefinitionMilitary1, ConstructionGameEntityGUID: 1572, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:18:041 STACKOrder Processor :[Order] OrderAssimilatePopulation::DepartmentOfTheInterior/OrderAssimilatePopulation#00000684, Ticket: 000004FF, [Empire1], EmpireIndex: 1, AssimilatedPopulationAffinity: AffinityZvali

    DepartmentOfTheInterior+c__Iterator218:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:18:074 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000685, Ticket: 00000500, [Empire2], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade1, ConstructionGameEntityGUID: 1573, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:18:142 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000687, Ticket: 00000502, [Empire3], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment2, ConstructionGameEntityGUID: 1576, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:18:212 STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000689, Ticket: 00000504, [Empire3], ShipGUIDs: 1487 , Position: NodeIndex:25, FleetGUID: 1579

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:18:212 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator184:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:18:341 STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#0000068D, Ticket: 00000508, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:18:375 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000068E, Ticket: 00000509, [Empire4], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 1583, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:18:425 STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.

    DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:End(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:RequestEnd()
    DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    ColonizedStarSystem:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo)
    VisibilityController:RefreshVisibility()
    VisibilityController:Update()

20:09:18:425 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:19:670 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000006AD, Ticket: 00000528

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:19:726 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000006AE, Ticket: 00000529

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:19:791 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000006AF, Ticket: 0000052A

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:19:791 STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Regular_ScienceAndExploration_Stage2_A

    GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestObjectiveTitle:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DeedCompletedNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
    GuiNotificationManager:ToggleGuiNotification(System.Reflection.ParameterInfo)
    GuiNotificationManager:RecordEventForEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GuiNotificationManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:19:875 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:20:174 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:20:252 STACK[AI2] Sync took 3.6002059 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:20:252 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:20:359 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006B2, [Empire1], Entity index: 77

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:20:432 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006B3, [Empire1], Entity index: 76

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:20:513 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006B4, [Empire3], Entity index: 105

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:20:578 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006B5, [Empire5], Entity index: 73

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:20:651 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006B6, [Empire19], Entity index: 332

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:20:729 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006B7, [Empire19], Entity index: 330

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:20:799 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006B8, [Empire19], Entity index: 329

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:20:872 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006B9, [Empire19], Entity index: 326

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:20:945 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006BA, [Empire19], Entity index: 325

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:21:020 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006BB, [Empire19], Entity index: 320

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:21:058 STACKThe given parameters did not allow the function to build the requested context.

    ExpeditionFleetActionDefinition:BuildEntityActionContext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    OrderProcessors:OrderFromEntityActionMessage(System.Reflection.ParameterInfo)
    OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
    AIMessageRepository`1[T]:Run()
    AIOrderMessageRepository:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:09:21:058 STACKInvalid null action context. Name=ExpeditionFleetAction

    OrderProcessors:OrderFromEntityActionMessage(System.Reflection.ParameterInfo)
    OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
    AIMessageRepository`1[T]:Run()
    AIOrderMessageRepository:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:09:21:096 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006BC, [Empire19], Entity index: 317

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:21:172 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006BD, [Empire19], Entity index: 316

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:21:172 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:21:172 STACK[AI2] No fleet attached Return to base for upgrade 336 : 0

    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:09:21:172 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 336

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:09:21:172 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 336

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:09:21:172 STACK[AI2] TaskFailed Return to base for upgrade/ 336

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:09:21:250 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006BE, [Empire19], Entity index: 315

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:21:325 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006BF, [Empire19], Entity index: 314

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:21:400 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006C0, [Empire19], Entity index: 313

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:21:552 STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000006C2, Ticket: 0000052C, [Empire1]: root.reserved Toward Empire#0 because EmpireMet

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:22:119 STACKCancelling actions on Vorta (330) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 5

    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:23:374 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:23:406 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:23:607 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:23:879 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:23:975 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:23:975 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:25:079 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:25:615 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000006E0, Ticket: 00000548

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:25:886 STACK[Population] Adding 0 AffinityVampirilis on the mothership #968, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:25:886 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:27:281 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:27:318 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:27:484 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:27:719 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:27:752 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000006E6, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:27:871 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:27:871 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:28:537 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000006EE, [Empire0], Entity index: 79

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:29:122 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:31:327 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:31:360 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:31:511 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:31:694 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:31:849 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:31:849 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:32:631 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:32:702 STACKCancelling actions on Kraz (72) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 0

    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:34:515 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Kraz I

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

20:09:34:837 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:34:858 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:34:958 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Kraz II

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

20:09:34:973 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:35:103 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:35:155 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Kraz III

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

20:09:35:228 STACK[AI2] Sync took 0.4000229 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:35:228 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:35:940 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Kraz IV

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

20:09:36:023 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:36:458 STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 4/Kraz V

    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
    GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DiscoveryRenderer:Update()

20:09:38:228 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:38:245 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:38:394 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:38:545 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:38:629 STACK[AI2] Sync took 0.4000228 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:38:629 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:39:447 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:41:636 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:41:654 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:41:808 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:41:978 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:42:136 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:42:137 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:42:939 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:45:159 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:45:168 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:45:329 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:45:495 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:45:630 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:45:630 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:46:431 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:48:637 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:48:671 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:48:854 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:49:037 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:49:138 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:49:139 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:49:923 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:52:146 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:52:162 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:52:329 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:52:495 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:52:630 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:52:630 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:53:432 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:55:639 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:55:672 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:55:923 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:56:201 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:56:324 STACK[AI2] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:56:324 STACK[AI2] [MainState] Start decision number 12 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:57:511 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:59:700 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:09:59:733 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:09:59:934 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:00:151 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:00:184 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:00:184 STACK[AI2] [MainState] Start decision number 13 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:01:003 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:03:192 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:03:208 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:03:404 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:03:609 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:03:710 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:03:710 STACK[AI2] [MainState] Start decision number 14 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:04:495 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:06:691 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:06:709 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:06:900 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:07:184 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:07:284 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:07:284 STACK[AI2] [MainState] Start decision number 15 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:08:093 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:10:309 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:10:342 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:10:575 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:10:816 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:10:905 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:10:905 STACK[AI2] [MainState] Start decision number 16 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:11:714 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:13:922 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:13:931 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:14:117 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:14:351 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:14:418 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:14:418 STACK[AI2] [MainState] Start decision number 17 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:15:226 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:17:419 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:17:454 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:17:719 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:17:999 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:18:098 STACK[AI2] Sync took 0.7000401 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:18:098 STACK[AI2] [MainState] Start decision number 18 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:18:910 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:21:108 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:21:147 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:21:399 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:21:701 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:21:823 STACK[AI2] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:21:823 STACK[AI2] [MainState] Start decision number 19 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:22:959 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:25:174 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:25:184 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:25:345 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:25:513 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:25:647 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:25:647 STACK[AI2] [MainState] Start decision number 20 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:26:449 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:28:651 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:28:684 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:28:884 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:29:115 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:29:247 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:29:247 STACK[AI2] [MainState] Start decision number 21 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:30:069 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:32:282 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:32:302 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:32:510 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:32:761 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:32:866 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:32:866 STACK[AI2] [MainState] Start decision number 22 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:33:640 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:35:871 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:35:888 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:36:043 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:36:188 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:36:356 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:36:356 STACK[AI2] [MainState] Start decision number 23 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:37:141 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:39:347 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:39:380 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:39:564 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:39:809 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:39:850 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:39:850 STACK[AI2] [MainState] Start decision number 24 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:40:784 STACKUnload material DesertPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

20:10:40:784 STACKUnload material TundraPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

20:10:40:784 STACKUnload material AshPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

20:10:40:784 STACKUnload material JunglePlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

20:10:40:784 STACKUnload material GasWaterCloudsPlanetMat

    PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
    PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
    CameraPreRenderHookHandler:OnPreCull()

20:10:40:784 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:42:479 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:10:42:480 STACKIn [SS_Heroes_03] Unable to find sub game object [Dummy_Root/Base]

    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:10:42:480 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:10:42:480 STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull03]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:10:42:888 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:42:915 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:43:171 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:43:481 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:43:481 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:43:481 STACK[AI2] [MainState] Start decision number 25 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:44:315 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:46:490 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:46:526 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:46:753 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:47:025 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:47:104 STACK[AI2] Sync took 0.6040346 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:47:104 STACK[AI2] [MainState] Start decision number 26 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:47:838 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:10:47:838 STACKIn [SS_Heroes_03] Unable to find sub game object [Dummy_Root/Base]

    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:10:47:838 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:10:47:838 STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull03]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:10:48:293 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:48:673 STACKAudio bank B_Heroes has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    HeroInspectionModalWindow:Unbind()
    HeroInspectionModalWindow:OnEndHide()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:10:50:492 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:50:525 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:50:725 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:50:960 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:51:093 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:51:093 STACK[AI2] [MainState] Start decision number 27 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:51:894 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:54:085 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:54:119 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:54:268 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:54:408 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:54:579 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:54:579 STACK[AI2] [MainState] Start decision number 28 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:55:370 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:57:574 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:57:608 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:57:758 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:57:927 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:10:58:080 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:58:080 STACK[AI2] [MainState] Start decision number 29 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:10:58:877 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:01:075 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:01:101 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:01:263 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:01:451 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:01:585 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:01:585 STACK[AI2] [MainState] Start decision number 30 (state: Main, turn: 12)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:02:389 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:03:040 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:03:106 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:03:274 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:03:324 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:03:324 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:03:423 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:03:591 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:03:674 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:03:674 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:03:707 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:03:724 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:03:836 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:05:244 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:05:244 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:05:445 STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 0

    DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo)
    Empire:NotifyUnlock(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator209:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:05:479 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.37 Politics02 = 0.32 Politics03 = 0.19 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 46.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:05:480 STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...

    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:05:480 STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...

    DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffectContext:Dispose()
    DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo)
    DiplomaticPressureEffect:Dispose()
    DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:05:546 STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 1

    DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo)
    Empire:NotifyUnlock(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo)
    DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfScience+c__Iterator209:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:05:562 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.08 Politics02 = 0.19 Politics03 = 0.21 Politics04 = 0.03 Politics05 = 0.49 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 38.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:05:680 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.02 Politics02 = 0.73 Politics03 = 0.04 Politics04 = 0.02 Politics05 = 0.16 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 109.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:05:880 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.12 Politics02 = 0.45 Politics03 = 0.14 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.25 Politics00 = 0.00 TOTAL_SCORE = 95.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:06:105 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.17 Politics02 = 0.57 Politics03 = 0.15 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 47.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:06:231 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.15 Politics03 = 0.18 Politics04 = 0.00 Politics05 = 0.45 Politics06 = 0.23 Politics00 = 0.00 TOTAL_SCORE = 40.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:07:652 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:07:652 STACK[ChatMessage] RECV: l:/_turn/13 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:07:734 STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000006F8, [Empire2], ColonizedStarSystemGUID: 1214, StarSystemState: Colony

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:044 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:203 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:236 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:252 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:252 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:252 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:320 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:320 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:636 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:636 STACK[ChatMessage] RECV: l:/_turn/13 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:666 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:667 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:667 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:677 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:704 STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#000006FB, initiator empire index: 13, target empire index: 1, new diplomatic relation: DiplomaticRelationStateMinorNeutral

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator419:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:08:756 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:165 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000006FD, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:256 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:322 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000700, [Empire8], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:422 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:489 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000703, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:605 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:655 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000706, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:780 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:823 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000709, [Empire14], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:940 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:09:990 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000070C, [Empire16], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:10:126 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:10:157 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000070F, [Empire17], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:10:308 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:10:308 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:10:459 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:862 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:894 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:10:925 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:10:975 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:975 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:975 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:975 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:975 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:975 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:975 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] Empire5 : Can't find ContextGuid 1548 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:10:976 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:12:663 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:12:747 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:12:747 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:12:768 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000711, Ticket: 00000558

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:12:768 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:12:820 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000712, Ticket: 00000559

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:13:467 STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#0000071D, Ticket: 00000564, [Empire5], Entity index: 78, Refund: False

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:13:467 STACK[Colo] [Empire#5] System Vorta (1589) Removed.

    DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo)
    AttachMothershipFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:CancelAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour:CancelEntityAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:14:163 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:15:277 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000073D, Ticket: 00000584, [Empire1], ConstructibleElementName: TechnologyDefinitionMilitary6, ConstructionGameEntityGUID: 1619, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:15:486 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000741, Ticket: 00000588, [Empire2], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade5, ConstructionGameEntityGUID: 1622, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:15:753 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:17:792 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:009 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:060 STACK[AI2] Sync took 4.0002288 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:18:060 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:18:093 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000076C, [Empire2], Entity index: 39

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:143 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000076D, [Empire3], Entity index: 115

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:243 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000076F, [Empire4], Entity index: 75

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:293 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000770, [Empire4], Entity index: 74

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:370 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000771, [Empire5], Entity index: 81

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:410 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000772, [Empire19], Entity index: 403

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:461 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000773, [Empire19], Entity index: 402

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:510 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000774, [Empire19], Entity index: 400

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:564 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000775, [Empire19], Entity index: 398

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:627 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000776, [Empire19], Entity index: 395

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:678 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000777, [Empire19], Entity index: 389

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:728 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000778, [Empire19], Entity index: 385

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:18:778 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000779, [Empire19], Entity index: 381

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:19:062 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:19:101 STACK[AI2] No fleet attached Return to base for upgrade 386 : 0

    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:11:19:101 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 386

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:11:19:101 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 386

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:11:19:101 STACK[AI2] TaskFailed Return to base for upgrade/ 386

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:11:19:998 STACKCancelling actions on Vorta (330) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 5

    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:21:267 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:21:301 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:21:451 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:21:668 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:21:771 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:21:771 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:22:671 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:22:843 STACK[Population] Adding 0 AffinityVampirilis on the mothership #968, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:22:844 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:23:524 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000079A, [Empire2], Entity index: 41

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:24:242 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000079B, [Empire5], Entity index: 84

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:24:875 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:24:892 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:25:043 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:25:261 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:25:362 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:25:362 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:26:264 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:28:495 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:28:521 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:28:672 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:28:800 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:28:968 STACK[AI2] Sync took 0.5010287 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:28:968 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:30:555 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:31:143 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:11:31:143 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:11:31:143 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:11:32:212 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:11:32:213 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:11:32:213 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:11:32:766 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:32:789 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:32:940 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:33:153 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:33:260 STACK[AI2] Sync took 0.5010287 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:33:260 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:34:156 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:36:373 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:36:404 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:36:595 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:36:810 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:36:971 STACK[AI2] Sync took 0.6020345 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:36:971 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:37:874 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:40:099 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:40:127 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:40:312 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:40:521 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:40:605 STACK[AI2] Sync took 0.5040288 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:40:605 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:41:517 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:43:702 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:43:742 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:43:896 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:44:070 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:44:215 STACK[AI2] Sync took 0.5050289 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:44:215 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:45:123 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:47:321 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:47:349 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:47:514 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:47:705 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:47:822 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:47:822 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:48:740 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:50:936 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:50:962 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:51:133 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:51:330 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:51:449 STACK[AI2] Sync took 0.5010287 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:51:449 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:52:268 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:54:450 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:54:481 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:54:643 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:54:883 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:54:941 STACK[AI2] Sync took 0.5010287 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:54:941 STACK[AI2] [MainState] Start decision number 12 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:55:752 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:57:971 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:58:004 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:58:175 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:58:782 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:11:58:882 STACK[AI2] Sync took 0.9210527 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:58:882 STACK[AI2] [MainState] Start decision number 13 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:11:59:695 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:01:905 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:01:932 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:02:099 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:02:270 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:02:403 STACK[AI2] Sync took 0.5030288 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:02:404 STACK[AI2] [MainState] Start decision number 14 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:03:321 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:05:545 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:05:572 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:05:736 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:05:782 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:05:804 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:05:962 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:06:094 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:06:243 STACK[AI2] Sync took 0.7040403 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:06:243 STACK[AI2] [MainState] Start decision number 15 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:06:938 STACKAudio bank B_TERRAN_HULL_SMALL_Attack has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:06:939 STACKAudio bank B_TERRAN_GENERIC has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:06:939 STACKAudio bank B_TERRAN_ENGINE has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:07:150 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:09:354 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:09:380 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:09:594 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:10:040 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:10:124 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:10:595 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:10:846 STACK[AI2] Sync took 1.5020859 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:10:846 STACK[AI2] [MainState] Start decision number 16 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:10:954 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:11:794 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:13:968 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:14:068 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:14:507 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:15:009 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:15:009 STACK[AI2] Sync took 1.0010573 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:15:009 STACK[AI2] [MainState] Start decision number 17 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:15:808 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:18:012 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:18:079 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:18:548 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:19:121 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:19:121 STACK[AI2] Sync took 1.1040632 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:19:121 STACK[AI2] [MainState] Start decision number 18 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:20:351 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:22:580 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:22:651 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:23:138 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:23:694 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:23:694 STACK[AI2] Sync took 1.1000629 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:23:694 STACK[AI2] [MainState] Start decision number 19 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:24:499 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:26:699 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:26:769 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:27:189 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:27:777 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:27:777 STACK[AI2] Sync took 1.102063 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:27:777 STACK[AI2] [MainState] Start decision number 20 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:28:580 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:30:780 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:30:876 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:31:553 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:32:080 STACK[AI2] Sync took 1.3040746 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:32:080 STACK[AI2] [MainState] Start decision number 21 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:32:196 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:32:863 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:35:088 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:35:197 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:35:789 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:36:325 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:36:325 STACK[AI2] Sync took 1.2010687 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:36:325 STACK[AI2] [MainState] Start decision number 22 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:37:208 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:39:432 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:39:532 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:40:137 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:40:735 STACK[AI2] Sync took 1.3180754 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:40:735 STACK[AI2] [MainState] Start decision number 23 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:40:839 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:41:643 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:43:844 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:43:943 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:44:552 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:45:589 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:45:589 STACK[AI2] Sync took 1.765101 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:45:590 STACK[AI2] [MainState] Start decision number 24 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:46:483 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:48:694 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:48:752 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:49:086 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:49:421 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:49:526 STACK[AI2] Sync took 0.908052 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:49:526 STACK[AI2] [MainState] Start decision number 25 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:50:446 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:52:665 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:52:715 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:53:086 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:53:433 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:53:433 STACK[AI2] Sync took 0.8000457 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:53:433 STACK[AI2] [MainState] Start decision number 26 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:54:239 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:56:474 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:56:541 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:57:042 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:57:577 STACK[AI2] Sync took 1.1050632 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:57:577 STACK[AI2] [MainState] Start decision number 27 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:12:57:701 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:12:58:446 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:00:584 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:00:691 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:01:196 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:01:701 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:01:701 STACK[AI2] Sync took 1.1110635 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:01:701 STACK[AI2] [MainState] Start decision number 28 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:02:572 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:04:761 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:04:827 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:05:330 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:05:832 STACK[AI2] Sync took 1.1050632 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:05:832 STACK[AI2] [MainState] Start decision number 29 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:05:931 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:06:738 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:09:052 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:09:082 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:09:544 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:10:458 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:10:458 STACK[AI2] Sync took 1.4750844 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:10:458 STACK[AI2] [MainState] Start decision number 30 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:11:208 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:13:054 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:13:13:054 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:13:13:054 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:13:13:391 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:13:415 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:13:629 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:13:821 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:13:13:821 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:13:13:821 STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull01]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:13:13:893 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:14:021 STACK[AI2] Sync took 0.6050346 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:14:022 STACK[AI2] [MainState] Start decision number 31 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:15:000 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:17:213 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:17:247 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:17:420 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:17:614 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:17:727 STACK[AI2] Sync took 0.5080291 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:17:727 STACK[AI2] [MainState] Start decision number 32 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:18:643 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:20:655 STACKAudio bank B_TERRAN_HULL_SMALL_Attack has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:20:655 STACKAudio bank B_TERRAN_GENERIC has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:20:655 STACKAudio bank B_TERRAN_ENGINE has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:20:846 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:20:863 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:20:996 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:21:081 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:21:096 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:21:234 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:21:328 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:21:451 STACK[AI2] Sync took 0.6020344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:21:451 STACK[AI2] [MainState] Start decision number 33 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:22:252 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:24:466 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:24:476 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:24:709 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:25:301 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:25:301 STACK[AI2] Sync took 0.804046 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:25:301 STACK[AI2] [MainState] Start decision number 34 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:26:252 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:28:354 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:28:423 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:28:888 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:29:391 STACK[AI2] Sync took 1.0070576 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:29:391 STACK[AI2] [MainState] Start decision number 35 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:29:490 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:30:159 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:32:408 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:32:408 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:32:735 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000007A4, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 1638, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:33:332 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:33:942 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:34:017 STACK[AI2] Sync took 1.6000915 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:34:017 STACK[AI2] [MainState] Start decision number 36 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:35:305 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:37:510 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:37:576 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:38:077 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:38:665 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:38:665 STACK[AI2] Sync took 1.1040631 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:38:665 STACK[AI2] [MainState] Start decision number 37 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:39:514 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:41:768 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:41:786 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:42:359 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:42:989 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:42:990 STACK[AI2] Sync took 1.2010687 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:42:990 STACK[AI2] [MainState] Start decision number 38 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:43:858 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:46:043 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:46:131 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:46:624 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:46:963 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:47:064 STACK[AI2] Sync took 1.0010573 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:47:064 STACK[AI2] [MainState] Start decision number 39 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:47:867 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:49:907 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000007A5, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:50:040 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:50:145 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:50:307 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:50:540 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:50:641 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:50:641 STACK[AI2] [MainState] Start decision number 40 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:51:441 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:53:647 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:53:681 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:53:831 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:54:031 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:54:165 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:54:165 STACK[AI2] [MainState] Start decision number 41 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:54:967 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:57:168 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:57:203 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:57:411 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:57:640 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:13:57:751 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:57:752 STACK[AI2] [MainState] Start decision number 42 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:13:58:944 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:01:143 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:01:173 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:01:417 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:01:664 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:01:741 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:01:741 STACK[AI2] [MainState] Start decision number 43 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:02:565 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:04:734 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:04:765 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:04:959 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:05:192 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:05:255 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:05:255 STACK[AI2] [MainState] Start decision number 44 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:06:041 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:06:815 STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000007A9, [Empire0], context guid: 647, contruction guid: 1639

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfIndustry+c__Iterator1D0:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:08:252 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:08:282 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:08:471 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:08:716 STACKThe property Politics01ToPolitics01 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:14:08:717 STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:14:08:717 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:08:757 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:08:757 STACK[AI2] [MainState] Start decision number 45 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:09:652 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:11:883 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:11:908 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:12:107 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:12:341 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:12:465 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:12:465 STACK[AI2] [MainState] Start decision number 46 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:13:379 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:14:038 STACKThe property Politics01ToPolitics01 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:14:14:038 STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    PopulationCensusPanel:Refresh()
    Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:14:15:574 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:15:606 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:15:799 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:16:059 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:16:157 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:16:157 STACK[AI2] [MainState] Start decision number 47 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:16:954 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:19:181 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:19:216 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:19:411 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:19:674 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:19:782 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:19:782 STACK[AI2] [MainState] Start decision number 48 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:20:563 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:22:769 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:22:802 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:22:959 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:23:103 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:23:254 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:23:254 STACK[AI2] [MainState] Start decision number 49 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:24:490 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:26:707 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:26:718 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:26:919 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:27:169 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:27:315 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:27:315 STACK[AI2] [MainState] Start decision number 50 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:28:145 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:30:323 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:30:332 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:30:538 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:30:790 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:30:894 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:30:894 STACK[AI2] [MainState] Start decision number 51 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:31:759 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:33:912 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:33:946 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:34:147 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:34:383 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:34:515 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:34:515 STACK[AI2] [MainState] Start decision number 52 (state: Main, turn: 13)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:35:283 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:36:253 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:36:304 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:36:522 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:36:555 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:36:556 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:36:638 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:36:805 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:36:888 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:36:888 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:36:904 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:36:939 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:37:005 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:38:442 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:38:442 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:38:629 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.38 Politics02 = 0.32 Politics03 = 0.21 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.05 Politics00 = 0.00 TOTAL_SCORE = 42.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:38:709 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.07 Politics02 = 0.19 Politics03 = 0.25 Politics04 = 0.02 Politics05 = 0.47 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 40.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:38:776 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.04 Politics02 = 0.71 Politics03 = 0.06 Politics04 = 0.02 Politics05 = 0.15 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 113.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:38:969 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.09 Politics02 = 0.43 Politics03 = 0.14 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.30 Politics00 = 0.00 TOTAL_SCORE = 96.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:39:127 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.16 Politics02 = 0.60 Politics03 = 0.14 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 51.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:39:261 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.13 Politics03 = 0.16 Politics04 = 0.00 Politics05 = 0.47 Politics06 = 0.24 Politics00 = 0.00 TOTAL_SCORE = 42.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:40:814 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:40:814 STACK[ChatMessage] RECV: l:/_turn/14 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:40:899 STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000007AC, [Empire0], ColonizedStarSystemGUID: 1337, StarSystemState: Colony

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheInterior+c__Iterator21D:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:40:982 STACK[Empire 0] OrderSendAutomatedShip preprocessor failed: Heka (ColonizedStarSystem#1337) has no OutpostMigrationFlux

    DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:002 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000007AE, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:003 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:065 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000007AF, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:065 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:316 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:466 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:500 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:533 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:533 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:533 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:583 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:583 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:902 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:902 STACK[ChatMessage] RECV: l:/_turn/14 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:913 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:913 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:913 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:959 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:41:980 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:42:017 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000007B4, [Empire6], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:42:489 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:42:535 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000007B7, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:42:669 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:42:669 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:42:771 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:287 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:303 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:43:337 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:43:388 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:388 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:389 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:389 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:389 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:389 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:389 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:389 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:389 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:389 STACK[AI2] Empire5 : Can't find ContextGuid 1589 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:43:389 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:45:210 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:45:308 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:45:308 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:45:308 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:45:393 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000007BA, Ticket: 000005DA

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:45:459 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000007BB, Ticket: 000005DB

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:45:528 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000007BC, Ticket: 000005DC

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:45:603 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000007BD, Ticket: 000005DD

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:46:464 STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#000007C8, Ticket: 000005E8, [Empire5], Entity index: 87, Refund: False

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:46:464 STACK[Colo] [Empire#5] System Vorta (1629) Removed.

    DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo)
    AttachMothershipFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:CancelAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour:CancelEntityAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:46:544 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:49:061 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:49:268 STACK[Quest] Adding global quest variable: $CloseSystem = System.Collections.Generic.List`1[System.Object] for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTriggerQuestsFromGameEvent(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ExpeditionFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:49:269 STACK[Quest] Adding global quest variable: $CloseSystem = System.Collections.Generic.List`1[System.Object] for empire 3

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:ActivateQuestTrigger(System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.ActivateTriggers(System.Reflection.ParameterInfo)
    QuestManager:ExecuteQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    GameNode:OnFleetDocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    StarSystemNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Fleet:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Fleet:OnMoveToEnd(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MoveToFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    MoveToFleetAction:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:50:006 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000007F8, Ticket: 00000617

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:50:083 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000007F9, Ticket: 00000618

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:52:081 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000815, Ticket: 00000633

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:52:218 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000817, Ticket: 00000634

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:52:285 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000818, Ticket: 00000635

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:52:421 STACK[Curiosities] Spawned Curiosity #1663 (Curiosity_Quest_Exploration01) on Sirius IV(Planet 3)

    DepartmentOfTheInterior+c__Iterator22C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:52:489 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000081B, Ticket: 00000636

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:52:659 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:52:972 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:077 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000081E, [Empire1], Entity index: 86

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:077 STACK[AI2] Sync took 6.6003776 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:53:077 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:53:223 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000820, [Empire2], Entity index: 45

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:312 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000821, [Empire3], Entity index: 124

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:377 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000822, [Empire5], Entity index: 90

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:443 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000823, [Empire19], Entity index: 485

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:513 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000824, [Empire19], Entity index: 484

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:582 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000825, [Empire19], Entity index: 483

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:651 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000826, [Empire19], Entity index: 480

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:721 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000827, [Empire19], Entity index: 477

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:789 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000828, [Empire19], Entity index: 473

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:858 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000829, [Empire19], Entity index: 469

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:53:926 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082A, [Empire19], Entity index: 468

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:54:005 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082B, [Empire19], Entity index: 467

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:54:005 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:54:005 STACK[AI2] No fleet attached Return to base for upgrade 430 : 0

    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:14:54:005 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 430

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:14:54:005 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 430

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:14:54:005 STACK[AI2] TaskFailed Return to base for upgrade/ 430

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:14:54:066 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082C, [Empire19], Entity index: 466

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:54:134 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082D, [Empire19], Entity index: 464

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:54:207 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082E, [Empire19], Entity index: 463

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:54:272 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082F, [Empire19], Entity index: 462

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:54:342 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000830, [Empire19], Entity index: 460

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:54:411 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000831, [Empire19], Entity index: 458

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:54:481 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000832, [Empire19], Entity index: 457

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:55:870 STACKCancelling actions on Vorta (330) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 5

    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:56:180 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:56:215 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:56:421 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:56:702 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:56:779 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:56:780 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:57:800 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:14:58:422 STACK[Population] Adding 0 AffinityVampirilis on the mothership #968, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:58:422 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:58:760 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000861, [Empire2], Entity index: 47

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:14:59:989 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:00:023 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:00:229 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:00:501 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:00:603 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:00:603 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:01:696 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:03:894 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:03:929 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:04:132 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:04:377 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:04:477 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:04:477 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:04:613 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000865, Ticket: 00000665

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:05:800 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:08:004 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:08:037 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:08:241 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:08:528 STACK[TutorialPanel] OnValidateButtonCb

    TutorialPopupPanel:OnValidateButtonCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

20:15:08:528 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:08:589 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:08:589 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:09:468 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000867, Ticket: 00000667, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:09:501 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:11:674 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:11:707 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:11:908 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:12:141 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:12:180 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:12:180 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:12:242 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000868, Ticket: 00000668, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:12:442 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000086B, Ticket: 00000669

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:13:027 STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000086C, Ticket: 0000066A, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:13:077 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:15:282 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:15:316 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:15:483 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:15:722 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:15:801 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:15:801 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:15:851 STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000086D, Ticket: 0000066B, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:16:603 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:18:780 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:18:804 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:18:968 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:19:186 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:19:292 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:19:292 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:20:085 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:22:300 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:22:316 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:22:451 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:22:631 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:22:786 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:22:786 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:23:593 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:25:593 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000086E, Ticket: 0000066C

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:25:661 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000086F, Ticket: 0000066D

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:25:796 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:25:811 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:25:968 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:26:129 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:26:192 STACK[AI2] Sync took 0.4130236 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:26:192 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:27:025 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:15:27:025 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:15:27:026 STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull04]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:15:27:097 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:28:048 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:RefreshMainLogo()
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:15:28:048 STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingTerrans] for logo visual

    GalaxyModuleHull:UpdateLogoParticleShooters()
    GalaxyModuleHull:InitParticleShooters()
    GalaxyModuleHull:Load()
    GalaxyModule:ForceLoadIFN()
    ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
    ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
    ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
    ShipDesignRenderer+ShipDesignView:OnUpdate()
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:15:28:049 STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionTerrans.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionTerrans.ShipSizeSmall.ShipHull04]

    ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
    ShipDesignRenderer:Update()

20:15:29:315 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:29:344 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:29:529 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:29:724 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:29:817 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:29:817 STACK[AI2] [MainState] Start decision number 12 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:31:290 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:33:483 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:33:514 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:33:705 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:33:948 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:34:086 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:34:086 STACK[AI2] [MainState] Start decision number 13 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:35:105 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:37:314 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:37:347 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:37:544 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:37:777 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:37:917 STACK[AI2] Sync took 0.6050346 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:37:917 STACK[AI2] [MainState] Start decision number 14 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:38:813 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:41:024 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:41:063 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:41:268 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:41:501 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:41:601 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:41:601 STACK[AI2] [MainState] Start decision number 15 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:42:521 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:44:749 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:44:773 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:44:972 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:45:219 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:45:352 STACK[AI2] Sync took 0.6030345 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:45:352 STACK[AI2] [MainState] Start decision number 16 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:46:245 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:48:438 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:48:483 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:48:689 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:48:974 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:49:076 STACK[AI2] Sync took 0.6070348 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:49:076 STACK[AI2] [MainState] Start decision number 17 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:50:071 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:52:277 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:52:310 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:52:526 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:52:744 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:52:877 STACK[AI2] Sync took 0.6040346 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:52:877 STACK[AI2] [MainState] Start decision number 18 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:53:779 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:56:001 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:56:034 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:56:220 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:56:456 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:15:56:589 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:56:589 STACK[AI2] [MainState] Start decision number 19 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:15:58:012 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:00:214 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:00:253 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:00:449 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:00:702 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:00:832 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:00:832 STACK[AI2] [MainState] Start decision number 20 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:01:836 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:04:039 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:04:081 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:04:288 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:04:537 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:04:661 STACK[AI2] Sync took 0.6060347 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:04:662 STACK[AI2] [MainState] Start decision number 21 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:05:539 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:07:765 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:07:798 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:07:999 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:08:232 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:08:378 STACK[AI2] Sync took 0.6090348 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:08:378 STACK[AI2] [MainState] Start decision number 22 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:09:385 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:11:626 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:11:674 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:11:905 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:12:168 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:12:199 STACK[AI2] Sync took 0.6070347 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:12:200 STACK[AI2] [MainState] Start decision number 23 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:13:212 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:14:850 STACKAudio bank B_TERRAN_HULL_SMALL_Attack has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:14:851 STACKAudio bank B_TERRAN_GENERIC has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:14:851 STACKAudio bank B_TERRAN_ENGINE has correctly been released.

    Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
    Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
    BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
    BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignEditionPanel:Unbind()
    ShipDesignModalWindow:Unbind()
    ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ShipDesignModalWindow:OnClose()
    ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClient+c__Iterator455:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:15:413 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:15:443 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:15:564 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:15:730 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:15:901 STACK[AI2] Sync took 0.5010286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:15:902 STACK[AI2] [MainState] Start decision number 24 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:16:736 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:18:490 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000871, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:18:929 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:18:984 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:19:142 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:19:384 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:19:426 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:19:426 STACK[AI2] [MainState] Start decision number 25 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:20:228 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:22:436 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:22:490 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:22:654 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:22:887 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:23:402 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:23:402 STACK[AI2] [MainState] Start decision number 26 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:24:230 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:26:446 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:26:460 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:26:644 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:26:848 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:26:895 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:26:895 STACK[AI2] [MainState] Start decision number 27 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:27:713 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:29:930 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:29:996 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:30:137 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:30:337 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:30:404 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:30:404 STACK[AI2] [MainState] Start decision number 28 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:31:206 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:33:422 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:33:431 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:33:595 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:33:795 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:33:912 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:33:912 STACK[AI2] [MainState] Start decision number 29 (state: Main, turn: 14)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:34:330 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:34:380 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:34:907 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:34:968 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:34:968 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:35:060 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:35:266 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:35:350 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:35:350 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:35:382 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:35:416 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:35:517 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:36:970 STACKCould not retrieve ShipDesign 'MFPiratesSmallAttackAvg'

    Marketplace:RefillShipsStock(System.Reflection.ParameterInfo)
    Marketplace:ITradingManagementService.ServerEndTurn()
    GameServerState_Turn_End+c__Iterator469:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:37:137 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:37:137 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:37:204 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000875, Ticket: 00000672

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:37:255 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.47 Politics02 = 0.29 Politics03 = 0.19 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 47.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:37:255 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000876, Ticket: 00000673

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:37:354 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.07 Politics02 = 0.20 Politics03 = 0.23 Politics04 = 0.02 Politics05 = 0.48 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 43.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:37:404 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.04 Politics02 = 0.74 Politics03 = 0.05 Politics04 = 0.01 Politics05 = 0.14 Politics06 = 0.01 Politics00 = 0.00 TOTAL_SCORE = 135.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:37:621 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.09 Politics02 = 0.43 Politics03 = 0.14 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.29 Politics00 = 0.00 TOTAL_SCORE = 97.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:37:839 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.15 Politics02 = 0.62 Politics03 = 0.13 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 54.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:38:006 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.12 Politics03 = 0.15 Politics04 = 0.00 Politics05 = 0.48 Politics06 = 0.24 Politics00 = 0.00 TOTAL_SCORE = 45.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:39:828 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:39:828 STACK[ChatMessage] RECV: l:/_turn/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:062 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:246 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:279 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:312 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:312 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:312 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:379 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:380 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:719 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:719 STACK[ChatMessage] RECV: l:/_turn/15 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:750 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:751 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:751 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:763 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:913 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:913 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:40:997 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:398 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:433 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:41:464 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:41:498 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] Empire5 : Can't find ContextGuid 1629 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:41:499 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 15)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:43:871 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:43:972 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:43:972 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:44:023 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000877, Ticket: 00000674

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:44:023 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:44:069 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000878, Ticket: 00000675

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:44:170 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000879, Ticket: 00000676

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:44:272 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000087A, Ticket: 00000677

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:44:380 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000087B, Ticket: 00000678

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:44:479 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000087C, Ticket: 00000679

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:45:118 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:45:428 STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#00000885, Ticket: 00000682, [Empire5], Entity index: 96, Refund: False

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:45:428 STACK[Colo] [Empire#5] System Vorta (1670) Removed.

    DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo)
    AttachMothershipFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:CancelAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour:CancelEntityAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:47:512 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000008A6, Ticket: 000006A3, [Empire1], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade3, ConstructionGameEntityGUID: 1685, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:47:763 STACK[Order] OrderCreateRecipe::DepartmentOfTheTreasury/OrderCreateRecipe#000008AA, Ticket: 000006A7, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator245:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:47:813 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000008AB, Ticket: 000006A8, [Empire2], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 1691, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:48:013 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000008AE, Ticket: 000006AB, [Empire4], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade5, ConstructionGameEntityGUID: 1696, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:48:265 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:49:234 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000008C4, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:50:487 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:50:721 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:50:784 STACK[AI2] Sync took 5.700326 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:50:784 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 15)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:50:854 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008D9, [Empire1], Entity index: 91

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:50:906 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008DA, [Empire2], Entity index: 50

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:005 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008DC, [Empire4], Entity index: 90

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:070 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008DD, [Empire5], Entity index: 97

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:106 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008DE, [Empire19], Entity index: 580

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:156 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008DF, [Empire19], Entity index: 579

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:205 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008E0, [Empire19], Entity index: 577

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:256 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008E1, [Empire19], Entity index: 575

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:306 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008E2, [Empire19], Entity index: 574

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:390 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008E3, [Empire19], Entity index: 571

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:440 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008E4, [Empire19], Entity index: 566

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:490 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008E5, [Empire19], Entity index: 564

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:540 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008E6, [Empire19], Entity index: 563

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:596 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008E7, [Empire19], Entity index: 559

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:623 STACKThe given parameters did not allow the function to build the requested context.

    ExpeditionFleetActionDefinition:BuildEntityActionContext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    OrderProcessors:OrderFromEntityActionMessage(System.Reflection.ParameterInfo)
    OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
    AIMessageRepository`1[T]:Run()
    AIOrderMessageRepository:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:16:51:623 STACKInvalid null action context. Name=ExpeditionFleetAction

    OrderProcessors:OrderFromEntityActionMessage(System.Reflection.ParameterInfo)
    OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
    AIMessageRepository`1[T]:Run()
    AIOrderMessageRepository:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:16:51:639 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000008E8, [Empire19], Entity index: 553

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:51:690 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:51:690 STACK[AI2] No fleet attached Return to base for upgrade 473 : 0

    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:16:51:690 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 473

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:16:51:690 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 473

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:16:51:690 STACK[AI2] TaskFailed Return to base for upgrade/ 473

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:16:52:475 STACKCancelling actions on Vorta (330) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 5

    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:53:911 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:53:982 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:54:146 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:54:397 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:54:497 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:54:497 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 15)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:55:382 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:55:507 STACK[Population] Adding 0 AffinityVampirilis on the mothership #968, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:55:507 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:56:753 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000090F, [Empire2], Entity index: 52

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:57:604 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:57:621 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:57:771 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:57:972 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:58:097 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:58:097 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 15)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:16:58:139 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000910, [Empire19], Entity index: 624

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:16:59:008 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:01:201 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:01:230 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:01:431 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:01:698 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:01:799 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:01:799 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 15)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:02:705 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:03:025 STACKGameClientState_Turn_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:03:070 STACK[AI2] Game state: OthersWantToEndTheTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:AskToFinishTheTurn()
    AIManager:AskToFinishTheTurn()
    GameServerState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:03:203 STACK[AI2] [MainState] Send the AI Signal ReadyToEndTheTurn.

    Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:03:257 STACKGameServerState_Turn_Finished

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:03:257 STACK[AI2] Game state: FinishTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:05:223 STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

    GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Finished:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:05:390 STACKGameClientState_Turn_FinishedAndLocked

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:05:457 STACKGameServerState_Turn_Elections

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:05:457 STACK[AI2] Game state: InterTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:05:491 STACKGameClientState_Turn_Elections

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:05:507 STACKGameClientState_Turn_ElectionsFinished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:05:590 STACKGameServerState_Turn_End

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:07:029 STACKGameServerState_Turn_Ended

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:07:029 STACKGameClientState_Turn_End

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:07:100 STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.50 Politics02 = 0.29 Politics03 = 0.17 Politics04 = 0.03 Politics05 = 0.00 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 54.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:07:178 STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.07 Politics02 = 0.19 Politics03 = 0.22 Politics04 = 0.02 Politics05 = 0.47 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 44.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:07:261 STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.04 Politics02 = 0.75 Politics03 = 0.05 Politics04 = 0.01 Politics05 = 0.14 Politics06 = 0.01 Politics00 = 0.00 TOTAL_SCORE = 140.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:07:446 STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.09 Politics02 = 0.42 Politics03 = 0.14 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.30 Politics00 = 0.00 TOTAL_SCORE = 95.00

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:07:646 STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.15 Politics02 = 0.61 Politics03 = 0.13 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 52.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:07:779 STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.00 Politics02 = 0.11 Politics03 = 0.14 Politics04 = 0.00 Politics05 = 0.50 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 50.50

    Senate:RefreshEmpirePoliticsSupport()
    Senate+c__Iterator2BE:MoveNext()
    Amplitude.Coroutine:Run()
    GameClientState_Turn_End:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:350 STACKGameClientState_Turn_Ended

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:350 STACK[ChatMessage] RECV: l:/_turn/16 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:434 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000916, [Empire3]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:434 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:486 STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000917, [Empire4]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:486 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator183:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:701 STACKGameServerState_CheckForGameEndingConditions

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:868 STACKGameServerState_Turn_Dump

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:901 STACKGameClientState_Turn_ClearEntityActions

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:918 STACKGameClientState_Turn_Dump

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:918 STACKGameClientState_Turn_Dump_Finished

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:918 STACKOrder history flushed.

    GameClient:ClearOrderHistory()
    GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:973 STACKSynchronization state is 'Synchronized'.

    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:09:973 STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:RefreshSynchronizationState()
    GameServerState_Turn_Dump+c__Iterator467:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_Dump:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:10:693 STACKGameServerState_Autosave

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:10:693 STACK[ChatMessage] RECV: l:/_turn/16 (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:set_Turn(System.Reflection.ParameterInfo)
    Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Game:SaveGame(System.Reflection.ParameterInfo)
    GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
    GameServerState_Autosave+c__Iterator45F:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Autosave:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:10:704 STACKGameServerState_Transition

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:10:704 STACKTransition is synced.

    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:10:704 STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x50abc3b).

    RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServerState_Transition:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:10:721 STACKGameServerState_Turn_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:10:771 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:10:820 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000091B, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:10:921 STACKTrying to unregister a GalaxyFleet which wasn't registered.

    VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
    GalaxyFleet:RefreshVisibility()
    GalaxyFleet+c__Iterator151:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfDefense+c__Iterator176:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:10:972 STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000091E, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -245

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTheTreasury+c__Iterator246:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:11:104 STACKGameServerState_Turn_AI_Begin

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:11:104 STACK[AI2] Game state: BeginTurn.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:11:257 STACK[AI2] [MainState] Full Synchronization started on state BeginTurn.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:656 STACK[AI2] [MainState] Send the AI Signal ReadyToBeginTheTurn

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:690 STACKEnd of AI begin turn: Running

    GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
    Amplitude.Coroutine:Run()
    GameServerState_Turn_AI_Begin:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:11:721 STACKGameClientState_Turn_Begin

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:11:775 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:775 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:776 STACK[AI2] Empire5 : Can't find ContextGuid 1670 for BlackboardMessage, so we delete the message

    Amplitude.AI.Core.AIPlayer:ShouldRemoveBlackboardMessage(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Collections.Blackboard.Blackboard:FindAll(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayer:NewTurnStarted()
    Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:NewTurnStarted()
    Amplitude.AI.Core.Services.Managers.AIPlayerRepositoryManager:NewTurnStarted(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIScheduler:GameSnapshot_OnNewTurnStarted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Snapshots.GameSnapshot:InvokeNewTurnStartedEvent(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:11:776 STACK[AI2] [MainState] Start decision number 1 (state: BeginTurn, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:12:641 STACK[AI2] Should not happen, please do something smart!!!!

    Amplitude.AI.Core.Decision.Resource.ResourceAllocator_StockResource:AllocateResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.Resource.ResourceAllocator_Resource:AllocateResources()
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:17:13:955 STACKGameClientState_Turn_Main

    GameClientState:Begin(System.Reflection.ParameterInfo)
    GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:14:052 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:14:052 STACK[AI2] Game state: Main.

    Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
    AI:NotifyGameStateChangeIfNecessary()
    AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:14:052 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:14:093 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000920, Ticket: 000006FC

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:14:149 STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000921, Ticket: 000006FD

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator41A:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:14:214 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000922, Ticket: 000006FE

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:14:279 STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000923, Ticket: 000006FF

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator454:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:14:967 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:14:999 STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#0000092E, Ticket: 0000070A, [Empire5], Entity index: 103, Refund: False

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:14:999 STACK[Colo] [Empire#5] System Vorta (1704) Removed.

    DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo)
    AttachMothershipFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:CancelAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour:CancelEntityAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F1:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:17:266 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000951, Ticket: 0000072D, [Empire2], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade4, ConstructionGameEntityGUID: 1722, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:17:340 STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000952, Ticket: 0000072E, [Empire2]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfCommerce+c__Iterator15C:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:17:461 STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000954, Ticket: 00000730, [Empire3], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment3, ConstructionGameEntityGUID: 1723, ResourceStocks: ConstructionResourceStock[]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfScience+c__Iterator202:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:17:558 STACK[Empire 5] OrderTransferShips preprocessor failed: Could not retrieve entity #1389.

    DepartmentOfDefense:TransferShipsPreprocessor(System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
    Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:17:558 STACK[AI2] TaskFailed Create fleet 'Leecher'/ 101

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:17:558 STACK[AI2] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfDefense/OrderTransferShips

    Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
    Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
    AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Ticket:Raise(System.Reflection.ParameterInfo)
    GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameServer:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:17:651 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:19:479 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:19:693 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:19:760 STACK[AI2] Sync took 4.8002746 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:19:760 STACK[AI2] [MainState] Start decision number 2 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:19:810 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000980, [Empire1], Entity index: 95

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:19:859 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000981, [Empire2], Entity index: 56

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:011 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000984, [Empire3], Entity index: 137

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:170 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000987, [Empire4], Entity index: 98

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:279 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000989, [Empire19], Entity index: 659

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:328 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098A, [Empire19], Entity index: 657

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:378 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098B, [Empire19], Entity index: 656

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:429 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098C, [Empire19], Entity index: 655

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:493 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098D, [Empire19], Entity index: 653

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:529 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098E, [Empire19], Entity index: 652

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:578 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000098F, [Empire19], Entity index: 651

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:629 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000990, [Empire19], Entity index: 649

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:662 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:20:662 STACK[AI2] No fleet attached Return to base for upgrade 526 : 0

    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:17:20:662 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 526

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:17:20:662 STACK[AI2] Cancel Fleet mission without fleet Return to base for upgrade 526

    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus()
    Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:17:20:662 STACK[AI2] TaskFailed Return to base for upgrade/ 526

    Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
    Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run()
    Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

20:17:20:687 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000991, [Empire19], Entity index: 645

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:729 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000992, [Empire19], Entity index: 644

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:779 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000993, [Empire19], Entity index: 640

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:829 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000994, [Empire19], Entity index: 639

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:879 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000995, [Empire19], Entity index: 638

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:20:929 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000996, [Empire19], Entity index: 636

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:21:004 STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000997, [Empire19], Entity index: 635

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfLabour+c__Iterator1F4:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:21:932 STACKCancelling actions on Vorta (330) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 5

    DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
    DepartmentOfLabour+c__Iterator1F2:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:22:884 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:22:900 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:23:051 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:23:285 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:23:362 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:23:362 STACK[AI2] [MainState] Start decision number 3 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:24:371 STACK[AI2] [MainState] AI has not finished its minimum number of decisions (4).

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:24:716 STACK[Quest] Adding global quest variable: $CloseSystem = System.Collections.Generic.List`1[System.Object] for empire 4

    QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    QuestManager:TryTriggerQuestsFromGameEvent(System.Reflection.ParameterInfo)
    QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
    Curiosity:Discover(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Curiosity:DiscoverWithFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    ExpeditionFleetAction:ClientFinalize()
    EntityAction:ClientExecute()
    EntityAction:TerminateAction()
    FleetActionWithFeedback:ClientUpdate()
    EntityAction:ClientExecute()
    DepartmentOfLabour:ClientUpdate()
    DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
    Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameClientState`1[T]:Run()
    GameClientState_Turn_Main:Run()
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:24:716 STACK[Population] Adding 0 AffinityVampirilis on the mothership #968, not on a planet directly.

    ExploitedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:24:716 STACKTrying to unregister a GalaxyHangar which wasn't registered.

    VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
    GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
    GalaxyHangar+c__Iterator155:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    GameEntityRepository:Register(System.Reflection.ParameterInfo)
    DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    DepartmentOfTheInterior+c__Iterator221:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:24:832 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000009C2, Ticket: 00000782

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:26:713 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:26:724 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:26:877 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:27:111 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:27:228 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:27:228 STACK[AI2] [MainState] Start decision number 4 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:27:645 STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000009C5, Ticket: 00000783

    Amplitude.Unity.Game.Orders.Order:Log()
    GameClient+c__Iterator413:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:28:247 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:30:422 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:30:453 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:30:641 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:30:892 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:31:019 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:31:019 STACK[AI2] [MainState] Start decision number 5 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:31:953 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:34:129 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:34:153 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:34:346 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:34:715 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:34:848 STACK[AI2] Sync took 0.70004 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:34:848 STACK[AI2] [MainState] Start decision number 6 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:35:623 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:37:871 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:37:909 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:38:109 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:38:347 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:38:450 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:38:450 STACK[AI2] [MainState] Start decision number 7 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:39:318 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:41:527 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:41:558 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:41:761 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:42:005 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:42:117 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:42:117 STACK[AI2] [MainState] Start decision number 8 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:43:024 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:45:219 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:45:251 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:45:448 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:45:671 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:45:746 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:45:746 STACK[AI2] [MainState] Start decision number 9 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:46:626 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:48:832 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:48:865 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:49:066 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:49:300 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:49:433 STACK[AI2] Sync took 0.6000344 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:49:433 STACK[AI2] [MainState] Start decision number 10 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:50:703 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:52:909 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:52:942 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:53:142 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:53:377 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:53:510 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:53:510 STACK[AI2] [MainState] Start decision number 11 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:54:396 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:56:585 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:56:618 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:56:785 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:56:969 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:57:087 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:57:087 STACK[AI2] [MainState] Start decision number 12 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:17:57:421 STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000009C9, [Empire0]

    Amplitude.Unity.Game.Orders.Order:Log()
    DepartmentOfTransportation+c__Iterator24F:MoveNext()
    Amplitude.Coroutine:Run()
    GameClient:ProcessOrders()
    GameInterface:UpdateMessageBoxAndProcessOrders()
    GameClient:UpdateMessageBoxAndProcessOrders()
    GameInterface:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:17:57:990 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:00:193 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:00:227 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:00:377 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:00:561 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:00:695 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:00:696 STACK[AI2] [MainState] Start decision number 13 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:01:580 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:03:786 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:03:802 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:03:994 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:04:170 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:04:330 STACK[AI2] Sync took 0.5000286 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:04:330 STACK[AI2] [MainState] Start decision number 14 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:05:206 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:07:394 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:07:430 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:07:687 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:07:942 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:08:019 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:08:019 STACK[AI2] [MainState] Start decision number 15 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:08:910 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:11:121 STACK[AI2] [MainState] Partial Synchronization started on state Main.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:11:138 STACKGameServerState_Turn_AI_PrepareSync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:11:380 STACKGameServerState_Turn_AI_Sync

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:11:521 STACKGameServerState_Turn_Main

    GameServerState:Begin(System.Reflection.ParameterInfo)
    GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.FiniteStateMachine:Update()
    GameInterface:Update()
    GameServer:Update()
    Session:Update()
    Amplitude.Unity.Session.SessionManager:LateUpdate()

20:18:11:722 STACK[AI2] Sync took 0.6000343 seconds.

    Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:11:722 STACK[AI2] [MainState] Start decision number 16 (state: Main, turn: 16)

    Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:12:590 STACK[AI2] [MainState] AI actuators have not finished to run.

    Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
    Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
    Amplitude.AI.Core.AIMainThread:Run()

20:18:13:712 STACKApplication is shutting down...

    Amplitude.Unity.Framework.Application+c__Iterator2D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
    UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
    Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    Amplitude.Unity.Framework.Application:Quit()
    GameMenuModalWindow:OnExitToDesktopConfirmation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    MessageBoxWindow:OnValidateCb()
    UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
    AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
    AgeManager:UpdateInteractivity()
    AgeManager:LateUpdate()

20:18:13:838 STACKApplication shudown complete.

    Amplitude.Unity.Framework.Application+c__Iterator2D:MoveNext()
    Amplitude.Coroutine:Run()
    Amplitude.Coroutine+c__Iterator99:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

20:18:13:838 STACKFlushing diagnostics before closing streams...

    Amplitude.Unity.Framework.Application:OnApplicationQuit()
    EndlessSpace2Application:OnApplicationQuit()